• Digital 3D Art v9
    6,260 replies, posted
[QUOTE=Stinky;38050462]Any program can render cool shit if you know how to work it what differs is the workflow and control scheme[/QUOTE] Well, no shit? but anyone who has tried Blender past 2.49 (2.5 and above) will agree with me that the interface is very well designed and intuitive, besides all the main functions can be easily accessible by easy to remember shortcuts, put that together with the Dynamic Spacebar Menu plugin that comes with any copy of Blender and it's not that hard to use or learn, it just has a bad reputation that comes from 2.49 and the previous versions. Some people are just not willing to accept that it has improved, and a lot. [editline]16th October 2012[/editline] [QUOTE=DOG-GY;38051624]Lol blender Hitler was a blender dev[/QUOTE] Damn russian bully.
[QUOTE=DeanWinchester;38052349]but anyone who has tried Blender past 2.49 (2.5 and above) will agree with me that the interface is very well designed and intuitive[/QUOTE] I have Blender 2.6.3 on my computer and I still think the interface is garbage compared to 3ds's. I've never found their UI intuitive at all. Better than it was the last time I tried it? Definitely. But to me it still has a long way to go.
DOG-GY's just a bit of a dick sometimes. You can safely ignore him.
nigga im doing a personal project with blender slow yo roll
[QUOTE=Onyx3173;38053167]I have Blender 2.6.3 on my computer and I still think the interface is garbage compared to 3ds's. I've never found their UI intuitive at all. Better than it was the last time I tried it? Definitely. But to me it still has a long way to go.[/QUOTE] I find it more intuitive than most of Autodesk's products' interfaces, but that's just personal preference. You are correct that it could be better in some ways, though. Also I don't think the world wants me to make/finish that video (with the lots of cubes). Blender is slow as hell (takes minutes to do anything, even opening menus), and 10 minutes ago my lights and the computer turned off, right when Blender briefly started responding again. Haven't had a power blackout in years. Why now?!
the curse of blender
Clearly it's telling you to switch to 3ds max
Blender is great when you get the hang of shortcuts. If you have the memory of a goldfish or a mentally-challenged mouse, then I guess the UI isn't as intuitive. [editline]15th October 2012[/editline] [QUOTE=clb;38053586]Also I don't think the world wants me to make/finish that video (with the lots of cubes). Blender is slow as hell (takes minutes to do anything, even opening menus), and 10 minutes ago my lights and the computer turned off, right when Blender briefly started responding again. Haven't had a power blackout in years. Why now?![/QUOTE] Are you using Cycles? If so, you are using GPU rendering, correct?
[QUOTE=Dr. Evilcop;38053983]Are you using Cycles? If so, you are using GPU rendering, correct?[/QUOTE] Not using any renderer yet. But I plan on using either Cycles or SmallLuxGPU.
[QUOTE=clb;38053586]I find it more intuitive than most of Autodesk's products' interfaces, but that's just personal preference. You are correct that it could be better in some ways, though.[/QUOTE] It's more intuitive than something like Maya but I personally find 3ds Max to be the most intuitive interface. But like you said, it's up to personal preference really. You should just use whichever one you find to work best for you.
[img]http://filesmelt.com/dl/udkrender.png[/img]
What'd you do to the handle, it looks like.. well bad. Mudboxing [img]http://imageshack.us/a/img15/5642/highrest.jpg[/img]
Nice! The barrel and the interface on the top look great. The only thing I'd change is that the outside part of the handle seems a bit flat since it's just straight white. The edges are looking pretty good with that dirt/rust where it meets the black, but the broad side seems like it's missing something. Maybe like a rubber grip of some kind or just some kind of noise to break it up a bit. Also the bottom part in the back is confusing me a bit. The shading seems weird, like there are some artifacts in the normal map if you're using one or the geometry itself is messed up. Other than that though it's looking pretty cool. [QUOTE=TonyP;38056004]What'd you do to the handle, it looks like.. well bad. [/QUOTE] Try again. Look at my comment. Now look at yours.
[QUOTE=PolytizeMeCPT;38056063] Try again. Look at my comment. Now look at yours.[/QUOTE] Not sure if I understand what you mean.
[QUOTE=TonyP;38056096]Not sure if I understand what you mean.[/QUOTE] Constructive criticism, bro! C'mon! You can't just say it looks bad. Nice job on the shoe by the way, lookin' forward to seeing it done.
[QUOTE=PolytizeMeCPT;38056109]Constructive criticism, bro! C'mon! You can't just say it looks bad. Nice job on the shoe by the way, lookin' forward to seeing it done.[/QUOTE] I like you already.
It looks lumpy, it looks like he used that modifier that reduces polygon count, then triangulated it, then turbosmoothed it. I'm assuming that part is just incomplete.
[QUOTE=PolytizeMeCPT;38056063] Also the bottom part in the back is confusing me a bit. The shading seems weird, like there are some artifacts in the normal map if you're using one or the geometry itself is messed up. [/QUOTE] yeah it looks like he baked it all in one smoothing group so he didn't have to split up the uvs, and now UDK's gone and messed it up. if he rendered it in something like marmoset it'd probably look fine it also looks like certain parts of his normal maps are inverted
[QUOTE=Domino;36494531][B]I demand a 3D sculpt of my pierced nipples for the header in the next thread :P [/B] Also, there's a video getting uploaded of the piercing.. I scream like a little bitch.[/QUOTE] First real attempt at sculpting. No piercings yet. [img]http://i45.tinypic.com/2ey8lkm.png[/img]
[QUOTE=kirby2112;38050578]Not iterations. Ugh, I'm trying to express what I mean, but I can't figure out how. LDSJFSL [IMG]http://www.niggaupload.com/images/ZJFyg.png[/IMG] Like this, if it was zero, wouldn't that be impossible? I'm assuming it means the size of the polygon generated by the subdivision.[/QUOTE] See, that's why they put that "Update now" button there.
[QUOTE=Stinky;38056919]First real attempt at sculpting. No piercings yet. [img]http://i45.tinypic.com/2ey8lkm.png[/img][/QUOTE] Needs more nipples. At least eight more nipples.
Starting to look decent. [img]http://imageshack.us/a/img189/9783/ubermesnh.jpg[/img] [img]http://imageshack.us/a/img9/3874/uber2p.jpg[/img] 14.2 mil polys lol
[QUOTE=TonyP;38056004]What'd you do to the handle, it looks like.. well bad.[/QUOTE] It's correct. You're not reading it right. [QUOTE=PolytizeMeCPT;38056063]Nice! The barrel and the interface on the top look great. The only thing I'd change is that the outside part of the handle seems a bit flat since it's just straight white. The edges are looking pretty good with that dirt/rust where it meets the black, but the broad side seems like it's missing something. Maybe like a rubber grip of some kind or just some kind of noise to break it up a bit.[/QUOTE] I left it blank as an area of rest. I don't know what I could really put there as it would be covered by a hand anyways. [QUOTE=PolytizeMeCPT;38056063]Also the bottom part in the back is confusing me a bit. The shading seems weird, like there are some artifacts in the normal map if you're using one or the geometry itself is messed up. [/QUOTE] It's just modeled to be faceted. [QUOTE=TonyP;38056137]It looks lumpy, it looks like he used that modifier that reduces polygon count, then triangulated it, then turbosmoothed it. I'm assuming that part is just incomplete.[/QUOTE] It's complete, but the UDK's compression isn't really helping. look at the high poly: [img]http://filesmelt.com/dl/skullrender.png[/img] [QUOTE=Juniez;38056262]yeah it looks like he baked it all in one smoothing group so he didn't have to split up the uvs, and now UDK's gone and messed it up. if he rendered it in something like marmoset it'd probably look fine[/QUOTE] no and yes. obv udk's rendering is far from perfect so it introduces some errors. it's pretty disappointing that they didn't actually make importing tangents work perfectly. I want to learn Marmoset but I haven't had the time. It's not all one smoothing group. [QUOTE=Juniez;38056262]it also looks like certain parts of his normal maps are inverted[/QUOTE] nah it's just one, properly done, bake. you guys should know me better, i wouldn't post a model with a fucked up normal map.
Have a mediocre knife [img]https://dl.dropbox.com/u/10565588/Pictures/le%20knife.png[/img] 340 tris
is it using a normal map? I feel you should "deepen" it if so
What would be the best way to bake normals onto a lowpoly thing, mudbox or 3dsmax or something else? Mind you the high poly is somewhere around 15-18 million polys.
xnormal is literally the best
[QUOTE=TonyP;38061549]What would be the best way to bake normals onto a lowpoly thing, mudbox or 3dsmax or something else? Mind you the high poly is somewhere around 15-18 million polys.[/QUOTE] Xnormal. It can handle tons of polygons and it's pretty fast too.
Make sure you create a cage mesh in something else though or else you'll have no control over anything.
[QUOTE=fewes;38062588]Make sure you create a cage mesh in something else though or else you'll have no control over anything.[/QUOTE] You can do that in xnormal. And you don't usually even need it.
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