If you work freelance you can write off software as a business expense though so its not as bad as it seems.
What's a good free voxel based sculpting program? Sculptris simply isn't happening as my computer poops out way too soon from all the polygons. I'd like ZBrush, is there an educational version like there is with Max?
[QUOTE=ben_lind;38129092]There are crazy people out there who start whining if anyone suggests an improvement on any feature. That reminds me. Another reason some people don't like Blender is because a lot of the users are complete idiots.[/QUOTE]
That's a bi-product of a lot of idiots not having the brains to get a student version of max/maya because clicking download and running an exe is easier than going to the Autodesk website and create a student account.
[QUOTE=ben_lind;38130764]I know several people who use blender professionally (including me) so it definitely can be used in that sense. I think it just depends a lot on what you set up your pipeline around.
Some things are made more intuitively in Max and some things are more intuitive in Blender imo. What's intuitive is ofcourse also a matter of opinion but both have their strenghts and weaknesses as do all software.[/QUOTE]
By professional, I'm talking big companies using it, getting into AAA quality games and movies.
a very much wip thing I was diddling around with earlier:
[t]https://dl.dropbox.com/u/64154701/wip_antitank.png[/t]
Wow this thread has gone to shit on this page. Arguing about this is a moot point, as it comes down to personal preference or needs. Anyone with sufficient skill could create an equally amazing piece in Blender as in Maya, or vice versa, or with most other programs.
Well, no, unless I haven't read enough into it, Blender's rending capabilities are rather bad, aren't they? Compared to 3DS, anyway.
[QUOTE=Eeshton;38131744]Well, no, unless I haven't read enough into it, Blender's rending capabilities are rather bad, aren't they? Compared to 3DS, anyway.[/QUOTE]
Have you not looked into Cycles? They integrated a realistic rendering engine similar to V-Ray and Mental Ray with version 2.5.
Here's some examples of it:
[t]http://mountainofminutes.files.wordpress.com/2011/12/mrbubbles.jpg[/t]
[t]http://www.blenderguru.com/wp-content/uploads/2011/10/donuts9.png[/t]
[t]http://reenvizion.files.wordpress.com/2011/08/attic-bedroom-cycles.png[/t]
A good exercise for beginning modelers: Model 100 polygons every day. At first it seems like a lot but soon it will become part of your daily routine. After a while you'll start to see the effects as your polygons will be much more confident and correctly shaped. Good luck!
Since I haven't done anything in a while and finally have some free time, I made a Deku Shield.
[img]https://dl.dropbox.com/u/22565769/deku_shield.gif[/img]
644 triangles. [url=http://p3d.in/EFkk9]On P3D.[/url]
trying out p3d with one of my old models
[url=http://p3d.in/loNvf][img]http://media.moddb.com/images/members/1/96/95390/p3dks23.png[/img][/url]
(click it!)
Looks hot man, though it's a bit to boxy for my taste
[img]http://24.media.tumblr.com/tumblr_mcaad6lRTl1qk6eteo1_1280.png[/img]
progress on my class project. I'm not happy with the lighting yet. I think I want to do a bit of bloom to soften it up, reduce the intensity of the main light, and lighten my shadows a bit.
ignore the lazy texturing, i'm working quantity over quality right now as I want to get a lot of content to present for this project. Honestly I feel like compared to my classmates the quality of this work will hold up just fine, so I can spend my time producing a lot of draft quality assets with which to flesh out my concept visually (as a game it would have a huge variety of areas). it all comes down to doing a mock pitch of the game to my class, so i figure it matters more to be able to show off a bunch of cool lookin shit.
Just a note, look at this (I know the argument is kind of over but w/e)
[url]http://jayjaybe.tumblr.com/post/34104730765/would-a-game-studio-such-as-the-one-you-belong-to[/url]
[QUOTE=Juniez;38134359]trying out p3d with one of my old models
[url=http://p3d.in/loNvf][img]http://media.moddb.com/images/members/1/96/95390/p3dks23.png[/img][/url]
(click it!)[/QUOTE]
Did you have any plans using that model or was it just for practice?
do you want it?
a bit more progress:
[t]https://dl.dropbox.com/u/64154701/wip_antitank4.png[/t]
Use some smoothingroups?
[QUOTE=ZombieDawgs;38139647]Just a note, look at this (I know the argument is kind of over but w/e)
[url]http://jayjaybe.tumblr.com/post/34104730765/would-a-game-studio-such-as-the-one-you-belong-to[/url][/QUOTE]
Well said
[img]https://dl.dropbox.com/u/22565769/OoT_Kokiri_Sword.gif[/img]
[url=http://p3d.in/7P3gW]P3D blah blah blah.[/url] It actually ended up looking better in P3D because I'm too lazy to set up Blender Render correctly in the middle of the night. :v:
814 triangles.
quite a lot of triangles for something like that. Post a wireframe maybe?
[QUOTE=paul simon;38145397]quite a lot of triangles for something like that. Post a wireframe maybe?[/QUOTE]
Use the wireframe shader on P3D.
It's mainly just the sphere at the bottom. I don't really intend to use it for anything, but if I do it'd be a quick fix to reduce the poly count.
[editline]23rd October 2012[/editline]
Wait wow I'm a dumbfuck. I was reading the edges. 814 triangles.
I need to go to bed :v:
Lot of unnecessary details, especially on the hilt, you don't need that spiral along the grip, you could probably do it in the texture, there's too many faces on the sphere, but the rest of it seems fairly decent.
You could do it in about ~250 polys, well, probably even less really.
Here's a really (really) bad example)
[t]http://i.imgur.com/x8y3X.png[/t]
Anyone tell me how to import an .obj into CS6? It's not the extended version as far as I can tell.
[QUOTE=ZombieDawgs;38146375]Anyone tell me how to import an .obj into CS6? It's not the extended version as far as I can tell.[/QUOTE]
If it's not the extended version then I believe you can't do it, the 3D features are in the extended version only as far as I know.
Why don't you have the extended version anyways, most of the CS6 packages have Photoshop extended.
It's shit compared to everyone else in here but i'm working on my first gun model:
[IMG]http://i.imgur.com/XxMkK.png[/IMG]
Almost everything was made with planes, which I'm pretty sure is a bad habit to model everything with planes (but what do I know).
it depends on how you're doing the modeling with planes. using planes as a basis for modeling isn't bad at all, but it's something you should take on a case by case basis. usually i start shapes with a primitive and work from there (standard stuff), but sometimes I'll just delete everything and start by placing verts.
im not a gun person, so it's hard to judge how well you captured the forms without a ref. could you show your reference photos?
also notice the bad shading on the polys going across the handle. You've got thin triangles and fucked up smoothing groups causing that, so you should probably reconsider your topology. the main principle to abide by is to use your topology to follow the form as best you can. when you understand how to follow the form you can capture likeness a lot better.
Yes it is still a heavy wip, I thought I had done enough to warrent a critiqueing and thank you for that by the way.
For the life of me I can't find the reference I used, but it was just a side view of an m1911 like this one:
[img_thumb]http://www.militaryfactory.com/smallarms/imgs/colt-m1911_2.jpg[/img_thumb]
Right now it's a very simple shape, i'll start adding details and a lot more cruves where they should be. (ex. sperating the slide from the reciever, adding the rough parts on the grip, rounding the trigger guard and stuff like that)
yeah dude keep working. make sure you gather more refs. the more you can find, the better. there's a lot of resources for gun refs/blueprints out there.
imo gathering good reference is the most important stage of making something well crafted.
Will do captain sgt commander sir.
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