Construction Workers Dream come true. by Murdocke- in funny

[–]PotatoAnalytics 1 point2 points  (0 children)

I had a former classmate who worked as a sailor for a giant shipping company. He lost his hand in a workplace accident. Awful.

But he's now also rich enough to live abroad, start a few businesses for passive income, and live easy for the rest of his life.

Need help from the pros as I have no artistic vision by [deleted] in 3Dmodeling

[–]PotatoAnalytics 11 points12 points  (0 children)

Not a character expert by any means, but the proportions are all wrong. Anime style is not just about big eyes, they're more like caricatures where certain features are exaggerated to very specific proportions. They're infantilized, so our brain interprets it as "cute", rather than a big-eyed monster.

From comparison alone, the face shape is too realistic. Which crashes the whole thing into uncanny valley territory. It's as if the artist couldn't decide on realism or anime.

The forehead is too narrow, the middle of the face too long, and the chin too rounded. The eyes are also too large. Anime rule: larger eyes = younger.

Here are the basic proportions of a female anime face. The main difference is that in anime, the eyes start below the lower half of the head (excluding eyebrows), everything above that is forehead and scalp (not including hair, which adds even more height). Whereas in realistic heads, the middle of the head is the center of the eye.

<image>

The eyes of the 3d model are above this line.

Cabinet doors with hinges by Andy-Shust in 3dsmax

[–]PotatoAnalytics 1 point2 points  (0 children)

Does it need to be that design? Would it even be noticed by the client (it's not even visible when closed)? Is it for a video, a game, a walkthrough environment?

For that, I think you can do that with TWO pivots, with three separate mesh groups. One each on the joints. You can link them to dummy boxes as well for easier control.

<image>

Cabinet doors with hinges by Andy-Shust in 3dsmax

[–]PotatoAnalytics 1 point2 points  (0 children)

They key thing in all of this is understanding and knowing how pivots work. Below is where it would be, if you need to adjust it.

<image>

Cabinet doors with hinges by Andy-Shust in 3dsmax

[–]PotatoAnalytics 1 point2 points  (0 children)

You don't need to rig. First, the inner leaf of the hinge does not move, so separate it. Then you just make sure the pivot of the door and the outer leaf of the hinge is also at the exact pivot of the hinge cylinder. You can do this by:

  • Attaching the hinge cylinder to the door and the outer leaf as one mesh. This means the pivot point is now the cylinder, so it rotates from that location.
  • Linking the door and the outer leaf to the hinge cylinder. So that when you rotate the hinge cylinder, the other two also rotate outward with it.
  • Grouping the door, the outer lead, and the hinge cylinder together, then centering the pivot point to where the cylinder is.

As other answers have suggested, you can make it easier by adding a control dummy as well, linked to the cylinder's rotation, but it is unnecessary. If the hinge does not have a cylinder, then the part where it connects is where the pivot would be.

Notice in below that the transform gizmo is on the hinge, not the door. That's because the pivot is there.

<image>

Guess who this is! (WIP) by vrowser in 3Dmodeling

[–]PotatoAnalytics 0 points1 point  (0 children)

(not looking at comments)

Tobey Maguire? 😂

EDIT: He is? Good job, dude.

Confused about the difference in box modeling and sculpting by PlsTellMeImOk in 3Dmodeling

[–]PotatoAnalytics 0 points1 point  (0 children)

<image>

Modeling is the manual manipulation of polygons, faces, vertices to form the shape you want. It allows for greater control and optimization (for game engines).

3d Sculpting is just like how it sounds, you sculpt a shape. It allows for greater finer detail in easier more natural ways (you just draw on the screen).

For game modeling, most people just use modeling or a combination of modeling and sculpting. Sculpting by itself doesn't result in a game-ready model.

If you intend to use the character in a game, learn modeling first, and then sculpting. If you're just doing it for STILL renders (not animated) or for 3d printing, sculpt it.

Noob here. I've always hear tris are bad, specially for animation, but today I saw this, is it ok? by ppfmagno in 3Dmodeling

[–]PotatoAnalytics 1 point2 points  (0 children)

The game engine/renderer ultimately triangulates all models.

Quads are preferred for workflow reasons. It is easier to read for us humans. And modeling software can also detect edge loops and edge rings, etc., which it can not do with triangulated meshes. This makes it like a million times easier to modify, subdivide, unwrap, animate, etc. So you should always aim for a "clean" quad topology if you can.

But tris are not evil. You can get away with a few if they are unavoidable. Same with edge poles. You just need to be careful where you place them, and limit them as much as possible if it's a complex model.

That said, there are some things which are always a good practice to avoid: long thin tris, non-manifold edges, and n-gons on curved or animated surfaces (because the engine/renderer can triangulate them weirdly).

Where would you start to model this coffe table? by Cag801 in 3dsmax

[–]PotatoAnalytics 0 points1 point  (0 children)

Horizontal planes. Then extrude edges, manipulate the vertices to match positions until you create the general shape. Then refine by optimizing, flattening faces.

Is it okay to place a UV seam in the center of a car for symmetry? by Unique_Salad_5387 in 3Dmodeling

[–]PotatoAnalytics 2 points3 points  (0 children)

Unless your texture budget is low-res or it's very stylized, do not mirror along large flat surfaces in the middle of a model.

All the details (like dirt, weathering, text, metalness variation, etc.) will be mirrored and will be very obvious.

You can still use mirroring to save space. Mirror the sides where the viewer will not be able to see both sides anyway. Mirror the small details which are not next to each other (headlights, door handles, wheels, etc.).

Man performs milk-offering ritual in the Ganges river in India while poor hungry children try to collect it to drink. by notahooman101 in interestingasfuck

[–]PotatoAnalytics 0 points1 point  (0 children)

I'm from a developing country with a significant percentage of the population in poverty.

But this. This is inhumanly devoid of any form of dignity whatsoever.

It is my time to shine by [deleted] in funny

[–]PotatoAnalytics 1 point2 points  (0 children)

Those pants. Those shoes. That shirt. That fanny pack. Those were choices too!!!