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Does Anyone Here use MODO or MARI, UE4 or Unity5?


jeffglobal

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Well, I think with Zmodeler, they still want to force you into their sculpting side after you make a low poly mesh...maybe.

 

It's just weird to have like three ways to sculpt in Zbrush, which is a pain in the ass. I will see which of two is good for what by more studying and doing. Dynamesh or not? Idc, if I can eventually polypaint or use spotlight on it and export a texture set.

 

The more I think about it, the more you may want to consider the process you needed to go thru because the equip and software wasn't as mature as it is now, may be something I don't have to do. At least I'm hoping so.

 

How much more simple can it be than to paint areas of a mesh you don't want a seam, places that you hope for a seam and then produce a human readable uv unwrap. It will only get better.

 

All I know is I've tried to paint a face 2d and just having enough of that crap let me understand painting on mesh is just important. As a Mathematician, I can appreciate topology and I am noticing consciously and unconsciously how experienced ppl are choosing to model something this way or that way, and a lot of the time it looks like it is for the eventual unwrapping.

 

I think you've seen my silly goth chick avatar: freakin loading pics is still not working here, damn it.

https://www.dropbox.com/s/cbmul3b89vacwjt/Avatar%20again.jpg?dl=0

 

On the other hand, there is a guy trying to get a knife into the game and the guy that gave him the model is actually really good, but he gave the person asking a screwed up mesh, a screwed up uv unwrap and textures that would work on a model and uvw map, god only knows where it exists. When I looked at that guys psd file though, it was very professional. The way things were organized and partitioned was in a way I wouldn't have thought to do given total ignorance. That guy did literally texture his asset from a grey outlined uvw map. So I see what you're saying.

 

But, I took his pig of a mesh and just uvmapped it auto, went into painter and did something in an hour for 2 different things. Still the handle and blade will not show up in game, even though I literally just took my bstrishape, copied it to the knife nif, deleted the handle, switched the parenting to mine and bgsm file. Same with blade. Fk'ing thing is invisible in game, textures in Nifskope 2evil. The PBR metal hack for a spec/gloss workspace, is doing something unseen that I can't figure out. I looked carefully at the bgsm files.

 

I'm gonna make horse armor for my FUCs (Feline Urban Commandos) though I just learned horse armor is a pejorative phrase for useless crap in the Urban Lexicon. [btw, Misandrist is man hater. Took me 2 months to find that.] For that, I'll see different ways to do the same thing. But, extracting, right off the cat directly is just too easy...combining the metal hack material on one mesh and using an alpha, and then another for the dielectric parts and using an alpha, is hard enough.

 

Thanks for the input.

 

 

 

 

 

 

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Good to hear you're already familiar with PS :smile: Though, trust me, I encounter plenty of people wanting to do 3D or just visual arts who have never opened an Adobe app, I got Adobe in school 15 years ago so I have no idea what they teach kids these days, but imo PS should be a thing in any highschool regardless what they follow. Or Gimp, just you know, something that manipulates images while not being on a phone, or instagram.

 

Zmodeler is a very bare bones pseudo solution, there is more about Max than just that. I'v found myself to be capable of much more knowing an app like Max than I was by only knowing Zbrush.

I'd say if you can, look into Pluralsight (or digital tutors) they have courses that'll teach you everything you could possibly need and it takes, eh, maybe a week. Yeah thats not a few hours type of fast, but its well worth the investment.

 

 

God forbid PS in high school. I'd be getting into trouble having pics on my phone of all the girls I liked in bed with me or something. The teachers at crime scenes...it would be really bad.

 

Idk if computing devices other than phones are gonna be used by the kids. The average person doesn't think, and I noticed, if I don't have things to do that takes thinking, I don't need a computer either.

 

With Max and Maya, I'm at a crossroads...eventually I want to know Maya deep enough to animate the models I made and rigged. I was looking and there's ridiculous levels of material systems and stuff too, so uh oh.

With Max, it's supposed to have the premiere poly tools, and rendering I thought, but towards the movie side, everyone uses Maya supposibly.

I flamed out learning After Effects today, cause I didn't start slow, I used after effects years ago, so I started to watch a tutorial for 3d text from pseudo 3d to real 3d space and a plugin comparison for AE. Holy crap, no. It looks the same to me, I just don't remember ANYthing. I haven't seen my brain grab it's chest and drop dead in a LONG time.

 

With substance designer, I need to do the simple network to get material blending back into one texture map so I can texture the guns and stuff, and I can't shut off the goddamn diffusion between uv islands, even when I turn off add diffusion on the baking menu before I bake my maps...so idk, maybe it's my version of SP. I'd be willing to handpaint a color id map from the texture map of the in game asset, but putting together 8 texture sets with diffusion masking borders on purpose is just crazy. Unfortunately, you need to know a little more than beginner's amount to do that in SD...and for some reason I HATE their beginner tutorials for SD, because the guy goes slow on stuff like "you spell go, g o " and then he'll flame thru something complicated and I'd go over and over the video space barring to see wtf he just did...

 

I think the node system is a funny way to do layers, but I can see how it's a 2d layer structure and photoshop layers are 1d. They must have needed a way they could cause recursion, idk. It looks like it gets pretty messy fast, and that isn't even where the action is, there are really powerful nodes and the ability to do expressions and logic in there. If they can export that into a game engine, which they say can take native sbsar files, that would be some powerful AI textures.

 

In the final analysis, I know Oculus Rift and it's derivatives, will be what makes men and women (the men stop paying or caring) stop dating. In the beginning, it'll just be live action 360o "girlfriend experiences," ALREADY on the net available to download, btw, with peripherals (already produced in japan, I'm not joking) that offer "kinesthetic feedback." Think of it as the poor man's Bill Clinton, White House. Oculus Rift's killer app, is disruptive technology. This last Xmas was the last year women may get presents...or have their entertainment, special treats, hair, nails, clothes, phone, car, food, and home subsidized by others.

 

As the tech matures, the killer app girlfriend experiences will be augmented by CGI at a quality level that will be hard to tell what is real and what isn't. Now, the japanese robotics industry timeline for the first autonomous female "companions" is 2024. So robots like Pepper and the RealGirl Doll, merge, and become self cleaning, and will give the VR a run for it's money. OR is just the bridge technology.

 

So, I want to develop, if Turkey doesn't do something incredibly stupid in the next few days and it turns into WWIII, is eventually produce content for the 2nd generation VR devices, while having a nice dinner across from someone who doesn't look at me like I'm disgusting because I can't buy that bigger house. All because, the female companion was programmed that way.

Edited by jeffglobal
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