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It doesn't come up with much, but the fact that future iterations which get better and better is exciting. Can save some base work time and allow people to just modify a model that GPT generates to their needs.
While it's fast, it isn't very practical when trying to get detailed textures. manually unwrapping is the best way to go about unwrapping in general, and while it takes a lot of time its better than smart uv unwrap.
Hello! I started learning Maya recently and one thing is throwing me off: when I try to follow the exact values people use in their channel box/Layer Editor, like, say, give Translate X a value of 1, I get different results, like, the person in the tutorial gets the object aligned to the grid, whereas in my case the object's bottom is clipping through the grid, what would be the reason? Is it because of different Maya editions? Different working units used? Or did I mess up some setting without realizing? Trying to eyeball things to get a similar result is annoying
Thank you very much! I am a child with a bit of money (getting paid to clean cat litter boxes lol) & I am doing animation in Blender, & was considering buying C4D, but didn't want to buy it going in blind, thank you so much! You've helped me make my descision!
I understand. I used to say the same thing. 20 year maya houdini user here and i used cinema alot in television commercial work. The only thing C4D has over Blender is mograph. Which is a big thing for sure. Modelling, sculpting, shading and rendering are way better in Blender...Oh Cinema has zbrush now right...stilll Blender sculpting is ridiculously good so i rarely need to use Zbrush anymore and im a fan. Mograph in Blender isnt really there yet but I can do everythign I need with a couple of plugins. I consider myself an expert maya user and strong in cinema but i wouldnt go back to them. Good to use to be compatible with agencies etc but i NEVER work in them anymore. Workflow in Blender is amazing @@wallacesousuke1433