• Digital 3D Art v12
    5,002 replies, posted
guys doggy is 100% in the right here. you're confusing two different functions. the scale tool does not do what you want it to do in this situation... [I]because that's not what it does [/I]
[QUOTE=Wickerman123;51442378]Try doing it without chamfers then.[/QUOTE] The chamfers were extraneous detail, originally I did it without chamfers. My mouse got hidden but when I zoomed in on the top view post move you can see that the 45 degree angle was perfectly preserved. [editline]28th November 2016[/editline] [media]https://youtu.be/1BWYI40yV-s[/media]
-snip- [QUOTE=DOG-GY;51442559]I'm not trying to blame anyone for not understanding something. I was just ignored at first when suggesting to refer to the documentation and kept trying to stress that this is a misunderstanding of function not a tool being flawed. Its no biggie. Your edges may have freaked out because you needed to weld verts. You can also do the same operation on individual vertices. I just showed edge loops for simplicity. Or use the push modifier on a selection as was mentioned. There's a ton of ways.[/QUOTE] I was using the scale tool, not the move tool, hence the fuckup. Sure you're right about scale being the incorrect term but when it comes to the tool's usual use in modelling, you can't blame someone for misunderstanding the technicalities. [editline]29th November 2016[/editline] This whole confusion sums up why I hate the course I'm on and the fact I technically have a degree in this field.
I'm not trying to blame anyone for not understanding something. I was just ignored at first when suggesting to refer to the documentation and kept trying to stress that this is a misunderstanding of function not a tool being flawed. Its no biggie. Your edges may have freaked out because you needed to weld verts. You can also do the same operation on individual vertices. I just showed edge loops for simplicity. Or use the push modifier on a selection as was mentioned. There's a ton of ways.
Using move tool and setting the constraint to normal actually does what I wanted to, the push modifier does too, except doing what you showed is more flexible, so I'll try using that then.
[t]https://puu.sh/sxWiV/5e0c8482a7.png[/t] AND NOW THE SAVE FILE IS JUST GONE. FUCK
Holy shit. Did you have backups?
[QUOTE=Trilby Harlow;51442939][t]https://puu.sh/sxWiV/5e0c8482a7.png[/t] AND NOW THE SAVE FILE IS JUST GONE. FUCK[/QUOTE] Pls don't be lost
No i did it in blender, and it's backed up in 4 different places in 3 different buildings. It's just the maya scene that was fucked And now after 4 [I]more[/I] hours of applying textures, i go to render and it just does this [IMG]https://puu.sh/sy5uD/82671532b1.png[/IMG] Nothing on google, nothing on the official documentation about what this is. 32 gigs of RAM isn't enough i guess. It's only 35 million faces, one 4k HDRI and about 800 megs of textures, all of which unreal 4 can handle in realtime. But industry leader Maya says fuck off with me and my unreasonable requests of a static mesh and an HDRI skydome. So yeah, Maya continues to be a raging antagonist to all that is good. I'm just going to slug back scotch and play overwatch until i pass out.
I seem to get a ridiculous amount of crashes in 3ds 2017 when using a combination of axis constraints + vertex snap, across both my home computer and all the machines at my uni. Anyone experienced anything similar?
[QUOTE=Trilby Harlow;51443621]No i did it in blender, and it's backed up in 4 different places in 3 different buildings. It's just the maya scene that was fucked And now after 4 [I]more[/I] hours of applying textures, i go to render and it just does this [IMG]https://puu.sh/sy5uD/82671532b1.png[/IMG] Nothing on google, nothing on the official documentation about what this is. 32 gigs of RAM isn't enough i guess. It's only 35 million faces, one 4k HDRI and about 800 megs of textures, all of which unreal 4 can handle in realtime. But industry leader Maya says fuck off with me and my unreasonable requests of a static mesh and an HDRI skydome. So yeah, Maya continues to be a raging antagonist to all that is good. I'm just going to slug back scotch and play overwatch until i pass out.[/QUOTE]You are using View port 2.0 right? What are your viewport settings and how much RAM does your video card have?
Nah, happens when i go to render, and that's on CPU and motherboard RAM. Somehow i break the Embree accelerator when i go to render, 'cause i'm just so cool i break shit that nobody has ever seen broken before
[QUOTE=Trilby Harlow;51443972]Nah, happens when i go to render, and that's on CPU and motherboard RAM. Somehow i break the Embree accelerator when i go to render, 'cause i'm just so cool i break shit that nobody has ever seen broken before[/QUOTE]Ah ok, does it work ok with Arnold and Mental ray renderer?
[QUOTE=Trilby Harlow;51443621]No i did it in blender, and it's backed up in 4 different places in 3 different buildings. It's just the maya scene that was fucked And now after 4 [I]more[/I] hours of applying textures, i go to render and it just does this [IMG]https://puu.sh/sy5uD/82671532b1.png[/IMG] Nothing on google, nothing on the official documentation about what this is. 32 gigs of RAM isn't enough i guess. It's only 35 million faces, one 4k HDRI and about 800 megs of textures, all of which unreal 4 can handle in realtime. But industry leader Maya says fuck off with me and my unreasonable requests of a static mesh and an HDRI skydome. So yeah, Maya continues to be a raging antagonist to all that is good. I'm just going to slug back scotch and play overwatch until i pass out.[/QUOTE] You can try referencing individual objects. It'd be a pain but doing seperate files for the wheels, body etc etc and referencing them into one file might alleviate some of your issues. Also select your camera and increase the near clipping plane to stop zfighting.
If Maya crashes sometimes you can get lucky by checking %appdata% temp folders, I can't remember where Maya stores it, but I remember once I had a Maya file that would crash every time I used the bevel tool. Had to faff about with finding crash files to eventually get it working. Fun times.
Got myself a surface pro for some Zbrushing and maybe learn some mattepainting
[QUOTE=Alex141;51444407]If Maya crashes sometimes you can get lucky by checking %appdata% temp folders, I can't remember where Maya stores it, but I remember once I had a Maya file that would crash every time I used the bevel tool. Had to faff about with finding crash files to eventually get it working. Fun times.[/QUOTE] appdata\local\temp 99% of the time it will create a working save from seconds before the crash here I've found
[QUOTE=zerosix;51445345]appdata\local\temp 99% of the time it will create a working save from seconds before the crash here I've found[/QUOTE] His error didn't save it there. Usually it'll say "Attempting to save in appdata\local\temp" but his straight up crashed :v:
Well i rebuilt it now, so it's irrelevant. Alright so what's happening is that when it goes to subdivide the mesh for Vray, it eats up all 32 gigs of ram and dies. [IMG]https://puu.sh/syF2r/e79e65be25.png[/IMG] I've killed the settings down as far as it took to render, and it ain't pretty [T]https://puu.sh/syIOA/eae9216bb0.png[/T] This is the absolute maximum threshold of the subdiv settings that doesn't overload my computer and kill it. Plus the substance to vray transition isn't great after all [T]https://puu.sh/syJ1Z/2a23572a67.png[/T] The rods are set to .5 roughness, but still come off as polished up like jewelry, yet the tire wear, which is set lower comes off as matte. i don't get it. There's all sorts of detail in there that's just being eaten by vray too. THere's spottings, pitting and all sorts of oil and grease in the diffuse that's just [I]gone[/I], even on such low contrast areas as the giant fucking slabs of uniform steel like the rods. Yet the much weaker oil staining on the piston rods is strong as hell. I don't get it really not sure what to do now
Render in sections and composite?
[QUOTE=Frying Dutchman;51446551]Render in sections and composite?[/QUOTE] It's functionally one object. I'm not sure it's [I]possible[/I] to section it off without making the light feel really bad because it doesn't self shadow right, let alone the huge technical spiderweb that'd be
Is there a more ram efficient renderer available?
I mean i could still cut my losses and shift over to Cycles, which would probably be easier for a blender built thing, but i'm pretty sure it'd take years to render, and UDIM is a [I]bitch[/I] in cycles. Plus i can't shake the feeling that sending out a reel with BLENDER AND CYCLES YAY on it would get it thrown out because obviously blender only makes shit like this [IMG]https://i.imgur.com/19GfdaA.png[/IMG]
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