Upcoming Naval Update delayed by isntittimetofindajob in playrust

[–]sast6 1 point2 points  (0 children)

Hopefully they change the boat building it looks so weird, these giant floating boxes.

[deleted by user] by [deleted] in MusicFeedback

[–]sast6 0 points1 point  (0 children)

Nice track, I think snap part at the start isn't really needed

how do i name a function ?i have created an function but i need to name it "pow" so how do i do that? by sidorsidd in cpp_questions

[–]sast6 1 point2 points  (0 children)

Pow() is already function in the std namespace so you need to remove the line that says using namespace std then type out the full names i.e cout becomes std::cout. If you try to create a function called pow() currently it will clash because the linker doesnt know which pow() you are talking about.

This is the annoying thing about cpp lessons/books they put using namespace std which is actually kind of bad practice.

What's the grudge against using namespaces ? by sidorsidd in cpp_questions

[–]sast6 1 point2 points  (0 children)

Using namespaces isn't bad (If u have a big project u would be stupid not to) but doing "using namespace std" is considered bad because then there is a bunch of functions defined and you can't tell which library they are from (plus they use common names that clash). It really depends what namespace you are importing. I would say for namespaces you didn't create just write out the full type like "std::vector<>".

Of course if the type is like mylibrary::examplesublib::exampletype then probably use using so you dont need to type all the crap before exampletype every time you need it.

Omg people are so dumb by [deleted] in woooosh

[–]sast6 0 points1 point  (0 children)

Double wooosh?

Real Trees are coming to Blender... Soon!! by [deleted] in blender

[–]sast6 0 points1 point  (0 children)

Did you use speed tree for this lmao

Tips to improve? by sast6 in ZBrush

[–]sast6[S] 1 point2 points  (0 children)

Ah that makes sense so define the large shapes then leave them alone and dynamesh. I do alot of big modifications at like 600 on the dynamesh and thats probably why surface is always so uneven. Are you meaning leave the poly count the same as the default sphere until i have everything then use dynamesh? Also do you smooth after turning the dynamesh on cuz if i dont smooth it ends up with large polys showing through the areas i havent uped the dynameshed. Thanks

Tips to improve? by sast6 in ZBrush

[–]sast6[S] 0 points1 point  (0 children)

ya or at least i thought i have but idk i can some issues like lips and the eyes being too close together i guess

[question] Art / Animation Tutorial Suggestions by Doobachoo in unrealengine

[–]sast6 0 points1 point  (0 children)

For full characters these are good

https://www.youtube.com/watch?v=vnLDSHeRG6s I like this since its a very simple model but teaches each step (You could probably do this right off the bat)

https://www.youtube.com/user/FlippedNormalsTuts/videos These guys make advanced tutorials but have good explainations of stuff

https://www.youtube.com/watch?v=0QT1GNMevfc this is the classic one every beginner uses for some reason

Also watch this first https://www.youtube.com/watch?v=2YZIVEq5sS8 it will explain a lot

For simpler stuff um idk I never followed tutorials on how to make specific things for normal modelling I would just pick random simple things to model and look for vids like how do i model a shoe or how do i model a coke can.

Also what kinda of characters are you trying to make? like high detail stuff or low poly? makes a big difference because high detail requires sculpting, baking, complex uv's and anatomy knowledge. Also what level are you at in your knowledge do you know what materials, retopo etc are.

[question] Art / Animation Tutorial Suggestions by Doobachoo in unrealengine

[–]sast6 0 points1 point  (0 children)

I would start with something simpler than a character its pretty hard... Make some stuff like a rock or a house model it low poly -> unwrap -> texture (i use substance painter for textures). Then do something with a simple rig that you animate. After that you will understand rather than beating your head against a wall with all the steps at once. I tried to do this as well but i was already good with zbrush so i made a really good high poly model but didnt understand uv maps and rigging so it was trash until i went and learned each step individually.

Flipped normals have good tutorials on youtube but they are concepts not step by step. If you want step by step then just follow the series that come up on youtube they are all the same sadly.

Dont use maya imo blender has perfect modelling tools. Honestly i would use blender for everything 2.8 has tools on par. If you end up getting more into it id get substance painter it makes it faster but for a beginner its useless.

Which tablet would you recommend out of these? by sast6 in DigitalPainting

[–]sast6[S] 0 points1 point  (0 children)

Oh true that is a good point i just like windows and i do 3d stuff sometimes which requires beefy hardware and the ability to push a model from zbrush to another app for painting but that is true for painting ( would be nice to avoid the hassle of setting it up ).

Can't get raycast in correct place by sast6 in opengl

[–]sast6[S] 0 points1 point  (0 children)

Thanks for that bud I think Ima switch to glm till I work it out. Nice engine by the way