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Search results “Polygon mesh detailed options” for the 2017
PavWork14: Array Mesh Functionality
 
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https://www.youtube.com/channel/UCWiZI2dglzpaCYNnjcejS-Q/playlists https://www.twitch.tv/pavmike https://gumroad.com/pavlovich https://cubebrush.co/pavlovich http://3d.cgmasteracademy.com/instructors/michael-pavlovich.html https://www.artstation.com/artist/michaelpavlovich
Views: 11362 Michael Pavlovich
MODO | Mesh Fusion Basics: Part Three
 
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In this video we'll cover all of the options available in the Fusion Pie Menu (CTRL+F). We'll also discuss the very interesting placement options that are available in the Fusion Qbic Preset Browser.
Views: 6952 pixelfondue
MODO | Polystein: Polygonal Preset Creation
 
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This video takes a quick look at creating polygonal presets using the Polystein Preset Creator in the Polystein Kit for MODO.
Views: 1460 pixelfondue
MODO | Explode Mesh Tools
 
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The Explode tools were originally created to aid in baking hi-rez mesh detail to low-poly meshes for use in games, but I have found them to be useful for other things as well. This video is a quick look at the Explode tools in the Hatchet Collection for MODO. For more information about the Hatchet Collection for MODO click here: http://pushingpoints.com/v2/hatchet/
Views: 3196 pixelfondue
Episode 26 Procedural Modeling
 
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Check out Brad Peebler's excellent tutorial on procedural modeling here: https://vimeo.com/ondemand/modo4htoo If you like this video and would like to support the creation of more tutorials like this please check out my Patreon support page at: https://www.patreon.com/ellery You can also support each episode individually via Gumroad and receive downloadable videos along with scene files at: http://www.gumroad.com/ellery Supporters can download the source files from the Patreon website! In this episode, we will cover some of the basic principles of procedural modeling in Modo. We will be looking at a couple of examples to illustrate how to work with Mesh Ops, selection sets in procedural operations and how to build up a scene using procedurals.
Views: 11524 pixelfondue
ANSYS CFD Meshing Basics: How to create a Structured (Face) Mesh,  Part 1 - Rocket Nosecone
 
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#Computational #ANSYS #FaceMeshing #Simulation Hey all! In this video I go over the techniques of creating a structured mesh in ANSYS Fluent CFD. The following is covered 1) Face Split 2) 2D Geometry 3) Solidworks Importing 4) Meshing 5) Element SIZING 6) Mesh BIAS 7) Mesh Inflation
Views: 21372 VDEngineering
MOP Booleans | Subtract Option
 
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William Vaughan here with a quick introduction to the subtract option in the Pushing Points MOP Booleans Kit for MODO. The Pushing Points MOP Booleans Kit is a MODO KIT designed to remove the challenges of working with complex boolean operations and introduces a non-destructive workflow that makes creating highly detailed meshes a trivial task. http://pushingpoints.com/v2/the-pushing-points-mop-booleans-kit-for-modo/
Views: 14399 pixelfondue
MODO | Polystein Preset Drop Options
 
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This video takes a quick look at the Drop options when using the Pushing Points Polystein Kit in MODO. http://pushingpoints.com/v2/the-pushing-points-polystein-kit-for-modo/
Views: 1366 pixelfondue
Smooth models and manage detail | Maya 2018 Essential Training from LinkedIn Learning
 
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Learn about the processes involved in smoothing models and managing detail in Maya 2018. This instructional video takes a look at the smooth command and other tools used to manage detail in complex polygonal models. Learn how more smoothing adds detail and makes a model heavier, creating the need to manage the amount of detail in a model. https://www.linkedin.com/learning/maya-2018-essential-training?utm_campaign=nkq2Q4rlQQ0&utm_medium=social&utm_source=youtube-earned
Views: 7843 LinkedIn Learning
Cinema 4D R19: Polygon Reduction
 
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In this Cinema 4D video tutorial we take a look at the new and improved Polygon Reduction Generator in Cinema 4D R19 and go over its settings. Digitalmeat.uk If you would like to support Digital Meat, or follow me on social media, see the below links. Patreon: https://www.patreon.com/DigitalMeat3D Merchandise: http://rdbl.co/2BvfaVD Support: https://digitalmeat.uk/donate/ Facebook: https://www.facebook.com/digitalmeat3d/ Twitter: https://twitter.com/digitalmeat3D Google+: https://plus.google.com/+DIGITALMEAT
Views: 12500 DIGITAL MEAT
MODO | Mesh Fusion Basics: Part One
 
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In this introductory video, Ed covers the basics of working with Mesh Fusion.
Views: 21642 pixelfondue
Detailed Tutorial - Mesh Blend Shapes on Skinned Mesh Merging In Unity
 
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Using Mesh Baker Pro, here's a tutorial on how to blend multiple skinned mesh renderers so that they use just a single rig/skeleton and contain blend shapes that your animations can actually find. This is somewhat of a followup to my previous video, based on more recent findings of best practices. Note that this is a complete walkthrough of a number of different steps, so it's helpful even if you don't care about blend shapes. In this case the blend shapes were from morphs in iClone 7, but blend shapes from other programs such as Poser, DAZ, Maya, Mixamo, etc, would also all work essentially the same way. This is also setting up my character so that I can do hair cloth animation, or use the VertExmotion tool, without baking that skinned mesh into the main body, which would be undesirable. This does require one small tweak to one line of code in Mesh Baker Pro, but in future versions may not. It's an innocuous little bit of code, and I show you how to make that one change near the end of the video; otherwise the blendshapes are there, but inaccessible to animations.
Views: 6477 Arcen Games
Autoleveling on 3D printers: 9 myths and 12 sensors tested!
 
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There are many options for a 3D printer's bed sensor and even more misconceptions about what they can and should do. So after a ton of testing with a custom-built precision test apparatus (TM), 9 myths about these sensors have been examined - and we got a ton of data about how precise each one can be! 🛒 M8, 2mm inductive sensor (5V) http://s.click.aliexpress.com/e/UnYVZFe 🛒 M12, 4mm inductive sensor http://s.click.aliexpress.com/e/e6QJqn6 🛒 M16, 8mm inductive sensor http://s.click.aliexpress.com/e/fuVJu3F 🛒 M16, adjustable distance capacitive sensor http://s.click.aliexpress.com/e/YfIQFie 🛒 M16, 20mm capacitive sensor http://s.click.aliexpress.com/e/ujEuvZf 🛒 David Crocker's IR sensor http://www.escher3d.com/ 🛒 SHARP analog sensor http://s.click.aliexpress.com/e/mEMnaQF 🛒 Microswiches http://s.click.aliexpress.com/e/2z3Njm2 🛒 BLTouch http://geni.us/BLTouch 💙 Buying items through my affiliate links gives the channel a small kickback without adding any extra costs for you! All details and more links at https://toms3d.org/support-me/ Amazon (international) http://geni.us/bKkJuy Aliexpress http://s.click.aliexpress.com/e/iMB6emu Matterhackers https://www.matterhackers.com/?rcode=TSAN86 eBay (international) http://geni.us/eSOtG iGo3D http://go.toms3d.org/iGo3D 🎥 All my video and editing gear https://toms3d.org/my-gear 👐 https://www.patreon.com/toms3dp Certain elements may not be included in the CC-BY-AS license, e.g. third-party images and music. Trademarks are property of their respective owners. Polygon background created by Starline - Freepik.com Standard deviation graph by Jeremy Kemp under CC-BY 2.5
Views: 413957 Thomas Sanladerer
QUICK TIP: Mesh to Solid
 
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UPDATE: See the newer version of this video here -- https://youtu.be/dD5fhq-cZ_s Want to turn meshes into solids? Then check out this QUICK TIP to learn some strategies you can employ the next time you need to do this! ► Get Fusion 360 | http://autode.sk/11CfIDv SUBSCRIBE | http://autode.sk/11vxXeD FACEBOOK | http://autode.sk/19jII5A TWITTER | http://autode.sk/19jIJXc
Views: 133546 Autodesk Fusion 360
Modifying a High Poly STL in Fusion 360
 
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Learn to model your first part with Fusion 360 at https://desktopmakes.lpages.co/nut-and-bolt-design-youtube/ Tutorial on converting a mesh to a solid and edit it. Import a high poly stl into Fusion 360 and modify it.
Views: 63819 Desktop Makes
MeshTools V1.1 Create Detail Prefab from Pro Builder
 
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Learn how to export a Pro Builder model as a Detail Prefab you can use in Surforge with Mesh Tools.
Views: 712 Rexx Thunder
Maya Smoothing a mesh whilst retaining hard edges
 
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Short Video Explaining how to use a technique like 3DS max turbo smooth with smoothing groups - translated to Maya’s smoothing options whilst retaining hard edges.
Views: 5307 Andy Hoey
Unity Asset Store Pack - Mesh Maker - level editor and modelling (Download link in description)
 
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Download link: https://assetstore.unity.com/packages/tools/modeling/level-editor-78234?aid=1100lNXT&pubref=MeshMaker-CF-YT-6thMay19 The Modeling & Editing Collection ------------------------------------------------------------ Mesh Maker includes 15 modeling & editing tools to streamline your creativity. Create, modify and edit your Models or Levels right in Unity! Detailed Descriptions: Snap To Grid - Fast & Easy Positioning Snap To Grid makes positioning objects in the Unity editor much easier and faster. You can snap while in Move, Rotate and Scale modes and to make things even faster you can use the quick transform buttons. The program also includes a handy feature to snap to the terrain height. Level Editor - Fast, Easy & Flexible Level Editor allows you to create custom level geometry, buildings, models and quickly prototype right in the Unity editor. The program uses an intuitive point and click design style that is very flexible. Great for not only creating levels but also for creating very detailed meshes and prefabs for your projects. Construction - Building Made Quick & Easy Construction has been designed with ease of use in mind. Using a grid layout makes placing the walls, floors, tiles, roofs, stairs and other features of the building a simple task. By combining these features you can quickly create new custom houses, apartments, factories and other structures for your projects. Geom 2.0 - Easy Geometric Modeling Geom uses a simple but surprisingly powerful method for creating new 2D and 3D meshes in Unity. Designed to make modeling geometric shapes as painless as possible. Ideal for creating custom shapes quickly, or with a bit more time, very professional models. Mesh Editor - Advanced Mesh Editing Mesh Editor has recently had a complete rebuild. The feature list has grown very long and contains all of the functions you would expect in an advanced mesh editing utility. Ideal for reshaping and extruding meshes right within Unity. This program makes manipulating the vertices, edges and triangles of meshes as easy as possible. Isosurface - Mathematics Inspired Meshes A modeling program for creating and building meshes based on mathematical formulas. The isosurface is constructed using the Marching Cubes algorithm and the final model can be built with or without shading and single, double sided or inverted. CSG - Perform Boolean Operations CSG allows you to create new meshes by performing Subtraction, Union and Intersection between objects. The creation can be done in the editor and in game at runtime. Mesh Painter - Paint Directly on Meshes Create custom artwork painting directly on your game objects or collaborate by leaving directions, color choices and other design notes to the team. Now you can literally sketch out your scene before you build! Blenderizer - Object Focused Camera Changes the scene view camera behavior to be object focused as in Blender. Adds smooth rotations, fast zoom and snap to object behaviors. Metaballs - Create New Organic Meshes Ideal for creating new and organic looking base meshes that can be tweaked with Mesh Editor. Sculptor - Solids of Revolution Create stunning new models using lines and curves rotated through 360 degrees. Features a changeable background for tracing real life objects. Great for creating new base meshes that can be tweaked with Mesh Editor. 3D Brush - Full Prefab Painting Tool This tool allows you to quickly paint prefabs to your scene with all of the features you would expect and many more. Easy to use and intuitive controls. You can also create custom shapes which can then be used as stencils for painting or exclusion. Mesh Cutter - Cut, Copy & Paste Meshes With Mesh Cutter you can now quickly select different parts of a mesh and cut, copy, paste or remove them. The program will preserve the materials and submeshes of the original mesh and create a new mesh and prefab, transferring the materials and submeshes to the new object. Prefab Maker - Combine, Atlas & Prefab Select a group of game objects or prefabs and quickly combine them into a single prefab. Texture atlasing is handled automatically but you have the option to manually move, rotate and scale the textures for the best fit. Mesh Tools - Eleven Editing Tools in One This extension adds eleven handy and essential tools to the collection. It includes the following tools: Clone Meshes - Incrementally change the position, rotation and scale of objects before instantiating them.
Views: 192 All Things Game Dev
Selection Tools in Cinema 4D
 
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In this tutorial I will show you how to use the Selection tools in Cinema 4D. To download project files: https://www.astronomicskills.com/p/selection-tools-in-cinema-4d My Udemy Courses: https://www.udemy.com/user/michael-balchaitis/
Views: 4723 Michael Balchaitis
MODO | Square Option for Radial Sweep
 
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This quick video introduces the Radial Sweep Square option which allows you to quickly align the segments along a square. This mode will automatically set the segment count to 8 and works on closed rings, making it the perfect option for creating objects such as picture frames.
Views: 1171 pixelfondue
Layers & Mesh Visibility - Blender Fundamentals
 
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Blender is Free and Open Source Software Download: https://blender.org/download Donate: https://blender.org/donate -- This tutorial is part of the Blender Fundamentals series, produced by Dillon Gu. Find more free tutorials on: https://blender.org/tutorials Follow Blender on social media: * Twitter: https://twitter.com/blender_org * Facebook: https://www.facebook.com/YourOwn3DSoftware/
Views: 123681 Blender
MODO | Adding Hard Surface Detail Using the Polystein Kit
 
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Being able to create and use your own mesh presets with the Polystein Creator Command, gives you the ability to automatically scale, orient and stitch any type of pre-built SubD geometry into your mesh including hard surface presets. Although the kit ships with an array of presets and additional free presets are released regularly, creating custom presets truly unlocks the real power of this toolkit. This video takes a quick look at using the Polystein Kit to add Hard Surface detail to your models.
Views: 4378 pixelfondue
Blender Intermediate UV Unwrapping Tutorial
 
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Blender tutorial about how to UV unwrap in Blender, so that you can texture your model. Download the model: https://drive.google.com/open?id=0B8PFSrI9B3iwanNtYWp3eFU4V28 Texture: https://www.poliigon.com/texture/metal-corroded-heavy-001 ----------------------------------------------- Follow me: Twitter: https://twitter.com/andrewpprice Instagram: http://instagram.com/andrewpprice Facebook: http://facebook.com/blenderguru ArtStation: http://artstation.com/artist/andrewprice Blender Guru: http://www.blenderguru.com Poliigon: http://www.poliigon.com
Views: 576405 Blender Guru
Introduction to Remeshing (Part 2)
 
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Remeshing is generally understood as the process of reconstructing any given input geometry, while satisfying certain topological requirements like a specific amount of output polygons or surface details. At the same time the reconstructed geometry must either match or closely approximate the input geometry. Additional texture data like normal maps can be generated in the process that can be used to authentically replicate the shading of the input geometry, even when going from multiple millions of polygons down to a few thousand. Remeshing is a powerful technique that allows artists to retarget any kind of input geometry or to discover new workflows as to how 3d assets can be created. But there are several reasons why remeshing has not been adopted as a standard workflow for 3d productions: The first reason is that the remeshing process itself can easily run for hours – or even days and can require extreme amounts of memory. The second reason is that remeshing can only be used if the input mesh meets specific topological requirements. For instance, a clean topology without any degenerate’s polygons, or even more problematic, the geometry must be fully watertight – which is rarely the case for actual production assets. With InstaLOD, these problems have finally been solved and remeshing is now an accessible tool for every artist. In this video series, we’re going to look at how to get started with InstaLOD’s remesher in a wide variety of different scenarios. More Information: http://www.InstaLOD.io
Views: 969 InstaLOD
MODO | Textured Stitches
 
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There are many ways to add stitch detail to your mesh. In this example, I use a weight map and procedural texture to show a road less traveled.
Views: 4805 pixelfondue
Blender quick tip - Randomize material per polygon
 
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Sorry for bad audio :(
Views: 1650 Wiresoul Studio
Learn the Mesh Command Menu in Cinema 4D
 
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In this Cinema 4D tutorial I will show you how to use the functions and tools in the Mesh - Command Menu. For Project File: https://www.astronomicskills.com/p/learn-the-mesh-command-menu-in-cinema-4d My Udemy Courses: https://www.udemy.com/user/michael-balchaitis/
Views: 1518 Michael Balchaitis
Polystein Kit | Version 2.7 Free Update
 
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The Pushing Points Polystein Kit receives another free update. This kit consists of an array of mesh presets that can be seamlessly added to a model making mesh detailing incredibly easy. This powerful toolset positions, scales, orients and auto-stitches these mesh presets to your active mesh relieving you of the tedious process of doing it manually. New to version 2.7 of the Polystein Kit is the Polystein Paint options. These options enable interactive placement, scale and rotation of the preset before the auto-stitching occurs. http://pushingpoints.com/v2/the-pushing-points-polystein-kit-for-modo/
Views: 2713 pixelfondue
XRemesher 1 0
 
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This tool was created to retopologize meshes inside 3ds Max in a fast and straightforward way. It makes use of the Instant Meshes Library : http://igl.ethz.ch/projects/instant-meshes/ It will be able to remesh complex and heavy meshes in a short amount of time. You have the choice to remesh your object as Tris or Quads meshes. You can define the desired "vertex count", "face count" or "edge length" for the remeshed object. It also includes a final "clean pass" to get rid of bad topological meshes. Two remeshing process are available : - the first one is a batch process where you use the command line mode of Instant meshes (Quick remesh, less options....) - next one where you send and open the mesh inside Instant Meshes... that way you can better tweak the final result by using the orientation & position brush (tweak edges loops for quads output ie) When you're done with the remeshing part you'll have the ability to bake the details from the High Res mesh to the Low Res one. This "Bake Normals" stuff is also fully automated. You can choose to automatically unwrap the uv's (for the normal channel) or use an already existing mapping done with softwares/plugins (Headus, Unfold3d, Unwrella, Flatiron...) Interesting properties of "Triangulated" meshes coming from Instant Meshes is that they have a really nice and even distribution of triangles... so the mesh is ie ready to be tetrahedralized, can be used with a particle system to create more complex FX (Propagation, Growing, Stippling....) PFlow Stippling Video Exemple : https://www.dropbox.com/s/x38uw3xp4n9989t/PFlowStippling.webm?dl=0 Get XRemesher 1.0 on Gumroad : https://gum.co/HQznv Thx for watching !
Views: 83 MOAB
Maya 2017 How to smooth objects better
 
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Thanks for watching, please subscribe!
Views: 5854 Avi Schiffmann
43 - Sweep Modifier || 3D Max Full Modeling Tutorials in Hindi | Urdu
 
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3D Max Full Course Free in Hindi | Urdu Language. Every lecture of this course explain in detail in Hindi | Urdu Language. You can learn 3D Modeling in Autodesk 3D Max software very easily in you your own language. If you have any question about this lecture or any feedback please send me. --------------------------------------------------------------------------------------------------------------- For more updates Please Subscribe my Youtube Channel. If you have any question please post a comment. If you want to learn online I am available for more information visit my website. --------------------------------------------------------------------------------------------------------------- Web http://www.gulshad.com --------------------------------------------------------------------------------------------------------------- Facebook https://www.facebook.com/gulshadbim --------------------------------------------------------------------------------------------------------------- Facebook Group https://www.facebook.com/groups/discussion.with.gulshad/ ---------------------------------------------------------------------------------------------------------------- Twitter https://twitter.com/gulshad8833 --------------------------------------------------------------------------------------------------------------- Linkdin https://linkedin.com/in/gulshadansari --------------------------------------------------------------------------------------------------------------- Pinterest https://www.pinterest.com/gulshadansari --------------------------------------------------------------------------------------------------------------- Instagram https://www.instagram.com/gulshadmohammad
Views: 10214 Gulshad Ansari
MESH BLEND Tutorial #01 : kitbash modeling tool for Maya
 
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https://gumroad.com/l/MeshBlend AMT Mesh Blend is a kitbash modeling tool that allows you to manage your kitbash assets, place them on selected faces and blend them directly onto your source mesh. The idea behind it came from the Polystein Kit of Modo. Polycount thread : https://goo.gl/J1GfCf
Views: 9765 theadnart1
Introduction to the Polystein Kit for MODO
 
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The Pushing Points Polystein Kit is a MODO KIT consisting of an array of all-quad SubD mesh presets that can be seamlessly added to a model making mesh detailing incredibly easy. This powerful toolset positions, scales, orients and auto-stitches these mesh presets to your active mesh relieving you of the tedious process of doing it manually. Want to use your own meshes with the Polystein Kit? Use the Polystein Preset Creator and within minutes you're up and running. From vehicles, characters, weapons, environmental models and more, the Polystein Kit is a perfect addition to your modeling toolkit. http://pushingpoints.com/v2/the-pushing-points-polystein-kit-for-modo/
Views: 2257 pixelfondue
Texturing Fundamentals | Blender - UE4 / Unity
 
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The very fundamentals of Texturing in blender for game asset design. This is simply the core of how it works, not high detailed texturing. ☕ Buy me a coffee? https://ko-fi.com/toxicitygamedev 💪 Become a Patreon? https://www.patreon.com/ToxicityGameDev This video is only focusing on the very fundamentals of texturing and how it works in blender. We will get into creating more advanced textures in a later series where we will be using Substance painter to create higher detailed images for our textures and PBR shaders. At the very core of texturing a model for game assets there are a few important fundamentals that you should know. In this very simple video we will discuss the options you have for texturing at the core and how exactly that works and is done in blender for engines like UE4 and Unity. This is texturing at its simplest form, I believe learning this way, helps you focus on the important stuff while getting that satisfying feeling of completion. In later courses we will move on to more advanced texturing methods in substance painter. LINK TO THE 16 X 16PX TEXTURE IMAGE https://i.imgur.com/31WJ034.png In this series we learn the beginner fundamentals of Modeling, Texturing, Lightmapping, Creating Collision, Creating LODs, Animation and Importing everything into UE4. 🎮 VIDEO COURSE PLAYLIST 🎮 https://www.youtube.com/playlist?list=PLA4DA-PANIUu8DVFHyz8ygRFZtxbUThx4 💻 Check out the Website! https://toxicitygamedev.com 💬 Join my Discord https://discord.gg/Cu2b78R 📺 Follow on Twitch https://go.twitch.tv/toxicitygamedev 🐦 Follow on Twitter https://twitter.com/Toxicitydev 👌 Follow on Google+ https://plus.google.com/+ToxicityGameDev 👥 Follow on Facebook https://www.facebook.com/toxicitygamedev MUSIC INFORMATION: SONG #1 https://www.youtube.com/watch?v=HBoHeueCMtk SONG #2 Music provided by Argofox: Fadent - By Night https://youtu.be/Wria6-wG9YU SONG #3 VOIA - Mochi Moshi (feat. Keii): https://youtu.be/uwu0x7HY2ak SONG #4 Music provided by Argofox: Junklicious - Wake https://youtu.be/_Q6aae51uk8 SONG #5 Meizong - Kumbang: https://youtu.be/bXVxLbrkKWM
Views: 6864 Toxicity Game Dev
MAYA TUTORIAL_INTRODUCTION OF MODELING TOOLKIT_TOPOLOGY(DETAIL)
 
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In this tutorial,I am telling you each and every option in detail with practical use. These topic ..I included in one tut.Watch is full because I covered some options which may you dont know however you are already using it.... :) MAYA TUTORIAL_INTRODUCTION OF MODELING TOOLKIT_TOPOLOGY(DETAIL) Main topics--- * Selection methods * Camera projection *Symmetry *Selection constraint *Transform constraint *Soft selection *Mesh Options *Component Options *Tools Options *Advance use of QuadDraw *Topology using QuadDraw. If you like the tutorial don't forget to like ,share , comment and subscribe........ Supporting tutorials-- Dynamesh tutorials Part 1--https://www.youtube.com/watch?v=2-Gj0lJ7g0k Part 2--https://www.youtube.com/watch?v=FsibQAZp4Uk Zmodeler--https://www.youtube.com/watch?v=PxMEfphMz3k Zremesher--https://www.youtube.com/watch?v=XLFvtTfL0_c Hardsurface--https://www.youtube.com/watch?v=Ixxx82ZsnLk MORE ZBRUSH 4R7 TUTORIALS----- :) KEYSHOT BRIDGE--https://www.youtube.com/watch?v=fKIqKp7n6dI ZMODELER WORKFLOW TUTORIAL--https://www.youtube.com/watch?v=GlkgeRSOhDA PANELLOOP --https://www.youtube.com/watch?v=eMS_pkBqYDA ZMODELER TOPOLOGY METHOD--https://www.youtube.com/watch?v=L_bgTLeLP34 NANOMESH--https://www.youtube.com/watch?v=RO_x_zGzzCM ARRAY TUTORIAL--https://www.youtube.com/watch?v=lRT2lOaOWdM Thanks for watching, The CG3DANK Team Tutorials - Inspire - News WEBSITE--http://www.cg3dankfun.com/ SUBSCRIBE TO : https://www.youtube.com/channel/UCaIwbxPPFqjz1VtNyIggGXg FACEBOOK : https://www.facebook.com/pages/Cg3dank-CG-Tutorials-more/305078613026471?ref=bookmarks BLOG : http://cg3dank.blogspot.in/
Snow Leopard CGI 3d Model (HQ) 3ds Max 2016 / Maya 2018 | PROmax3D
 
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Snow leopard is a high quality 3d model to add more details and realism to your games and rendering projects. https://www.turbosquid.com/3d-models/3d-model-snow-leopard-2-1217143?referral=promax3d, https://www.promax3d.com/snow-leopard-realistic-3d-model, https://www.promax3d.com/snow-leopard Snow Leopard CGI 3d Model (HQ) 3ds Max 2016 | PROmax3D Snow Leopard 2 is a high quality 3d model to add more details and realism to your rendering projects. Fully detailed, textured model. Detailed enough for close-up renders. Comes with detailed textures. Originally modeled in 3ds Max 2016. Final images rendered with mental ray. The model is optimized especially the hairs for computer or mobile games or for VR options, could be used for rendering projects, too. Native Application: 3ds Max 2016 - mental ray Converted Formats: 3ds Max 2018 - Arnold 5.0 Maya 2018 - Arnold 5.0 Exchange Formats: 3D Studio Collada FBX OBJ Features: High quality polygonal model - correctly scaled accurate representation of the original objects. Display Unit Scale is set to Metric - Meters. Model resolutions are optimized for polygon efficiency (in 3ds Max the Turbo Smooth function can be used to increase mesh resolution if necessary). All colors can be easily modified. Model is fully textured with all materials applied. All textures and materials are included and mapped in every format. Max models grouped for easy selection & objects are logically named for ease of scene management. No part-name confusion when importing several models into a scene. No cleaning up necessary, just drop model into your scene and start rendering. No special plug-in needed to open scene. Geometry Type: PolyMesh Snow_Leopard_Body - Vertices: 4882, Faces: 4880; Snow_Leopard_Mouth - Vertices: 3504, Faces: 3447; Snow_Leopard_Cornea - Vertices: 584, Faces: 576; Snow_Leopard_Eyes - Vertices: 516, Faces: 512; Total - Vertices: 9486, Faces: 9415; Snow Leopard 3d Model by #PROmax3D Studios available for purchase exclusive only at #TurboSquid.
Views: 752 PROmax3D
New in Cinema 4D R19: Join Fragments, Roughen Edges, Splinter Wood, and more with Voronoi Fracture
 
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Cinema 4D Release 19 adds some huge improvements to the Voronoi Fracture object. In this video, I’ll be showing you how to use Connectors to create multi-step destruction simulations, Detailing for more realistic broken surfaces, and the Cell Scale option to create splintered fractures, as well as a few other features and tips.
Views: 17503 Cineversity
MODO | Modeling a Basketball
 
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This video walks through the creation of a basketball in MODO.
Views: 5614 pixelfondue
Gumroad Cutters
 
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Demonstration of the Modo Cutters Kit for MOPS Booleans and Mesh Ops The kit is available here: https://gumroad.com/l/ITnTw along with the rest of my kits on Gumroad https://gumroad.com/MarkBTomlinson
Views: 2615 Mark B Tomlinson
Zbrush Dynamesh and Mesh poly count explained
 
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For Erwin. This explains the confustion about the resolution of dynamesh and polycount of the model and sometimes you dont get it works as you want. https://gumroad.com/truongcgartist
Views: 1613 Truong CG Artist
Autodesk Maya - Subdiv proxy with crease sets [Tutorial]
 
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Thanks for watching this video. ⋆Find more information down here. ================================================ The program I used in this tutorial is Autodesk Maya. You can get from: www.autodesk.com ================================================ If you like this video I would really appreciate it if you would: Subscribe, Like And share it with your friends ================================================ My Channel. Link: http://goo.gl/RnHQ1B My Twitter. Link: http://goo.gl/0cYoow Software Owners. Link: http://www.autodesk.com/ ================================================ Software: Bandicam: For recording the video. Photoshop CC: For the thumbnail Autodesk Maya: For the thumbnail ================================================ See you guys in the next video.
Views: 2149 HoseaGames
Animated Snow Leopard (Maya) | PROmax3D
 
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Snow Leopard animated is a high quality 3d model to add more details and realism to your rendering projects. Fully detailed, textured model. https://www.turbosquid.com/3d-models/3d-snow-leopard-2-rigged-1379546?referral=promax3d https://www.promax3d.com/animated-snow-leopard-furry-3d-model https://www.promax3d.com/snow-leopard https://www.promax3d.com/animated-snow-leopard https://www.promax3d.com/snow-leopard-rigged Animated Snow Leopard (Maya) | PROmax3D Detailed enough for close-up renders. Comes with detailed textures. Originally modeled in 3ds Max 2016. Final images rendered with mental ray. The model is optimized especially the hairs for computer or mobile games or for VR options, could be used for rendering projects, too. ********************************* Textures formats and resolution: The model is provided with high resolution texture (color maps are .JPG and .PNG): Persian_Leopard_Diffuse (4096x4096) Snow_Leopard_Displacement_Map (2048x2048) Snow_Leopard_Gloss (4096x4096) Snow_Leopard_Specular (4096x4096) Snow_Leopard_Normal_Map (2048x2048) Snow_Leopard_Ambient_Occlusion (2048x2048) Snow_Leopard_Normal_Displacement (2048x2048) Snow_Leopard_Vector_Displacement_vdm Snow_Leopard_Mouth_Diffuse (2048x2048) Snow_Leopard_Leopard_Eyes_Diffuse (1024x1024) ********************************* Features: - High quality polygonal model - correctly scaled accurate representation of the original objects. - Display Unit Scale is set to Metric - Meters. - Model resolutions are optimized for polygon efficiency (in 3ds Max the TurboSmooth function can be used to increase mesh resolution if necessary). - All colors can be easily modified. - Model is fully textured with all materials applied. - All textures and materials are included and mapped in every format. - Max models grouped for easy selection & objects are logically named for ease of scene management. - No part-name confusion when importing several models into a scene. - No cleaning up necessary, just drop model into your scene and start rendering. - No special plug-in needed to open scene. ------------------------------------------------ Geometry Type: PolyMesh Snow_Leopard_Body - Vertices: 4882, Faces: 4880; Snow_Leopard_Mouth - Vertices: 3504, Faces: 3447; Snow_Leopard_Cornea - Vertices: 584, Faces: 576; Snow_Leopard_Eyes - Vertices: 516, Faces: 512; Total - Vertices: 9486, Faces: 9415; Fully rigged and animated snow leopard by PROmax 3D.
Views: 1048 PROmax3D
MODO | Six Polystein Kit Tips
 
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This video shares Six Quick Polystein Kit tips in MODO. http://pushingpoints.com/v2/the-pushing-points-polystein-kit-for-modo/
Views: 1564 pixelfondue
Custom Trees from TreeIt to Cryengine - TreeIt - Blender 3D - Cryengine V
 
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Cryengine Tutorial - Streamed - How to add custom trees from TreeIt via Blender 3D. Alternative to Speed Tree modelling. Workflow: 1. Creating tree in TreeIt 2. Export to Blender 3. Fixing tree mesh, reducing polygons, removing duplicate polys, setting up proxy, LODs in Blender 4. Exporting custom tree from Blender to Cryengine 5. Setting up materials, setting up Vegetation shader and bending 6. Painting custom tree using Vegetation tool --- Music: Bensound.com, Tchaikovsky, Doug Maxwell, Benjimanji, JinglePunks and other CC0 from YT lib.
Views: 1903 Gorbash Gaming
FARO SCENE Creating a Model From a Scan Project
 
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Atlantic Laser Scanning, a FARO 3D Laser Scanner Rental and Training Company
How to Fix Missing Tick-Marks in Excel Surface Plots XYZ Mesh
 
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This video explains in detail how to fix missing data points and tick marks inside Microsoft Excel’s Surface Plots. In this video we use two methods. One uses custom made formulas to created fillers within the missing data points and the other uses a third party application, XYZ Mesh. XYZ Mesh is a software specifically created to convert XYZ data into a MESH format specifically used by Microsoft Excel. XYZ Mesh also comes with ‘theoretical points’ which will automatically fill in any missing data points that may not plot inside Microsoft Excel. XYZ Mesh Webpage: http://www.graytechnical.com/software/xyz_mesh/ ------------------------- ------------------------- The formulas used in the video are listed below: ------------------------- One row: A = First Value B = Empty Gap C = Second Value B=(A+C)/2 ------------------------- Multiple Rows: AX = First Value With Row Number B = Empty Gap C = Empty Gap Row Count DX = Second Value With Row Number B=((D$X-A$X)/(C + 1))+AX -------------------------
Views: 590 Gray Technical
MODO | Polystein: Rotation Option
 
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This video is a quick look at the Rotation Options in the Polystein Kit for MODO. There are several rotation options when using the Polystein kit that can aid in orienting the preset to your liking. I use a preset from MeshBuilders Add-on Pack you can find here: https://gumroad.com/l/ViaBc
Views: 933 pixelfondue
ARK Survival EvolvedGeforce GTX 1080 Benchmark test / how to get better FPS !?
 
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Resolution Scale: This isn't really a setting I like to use, as it's just a different way of modifying the rendering resolution. You can go from a minimum of 0 to 100 percent, so there's no supersampling option—not like many GPUs could really handle that. It's also unclear what the settings actually correspond to, as lower values below 50 don't appear to cause much of a change. World Tile Buffers (Low/Medium/High/Epic): Affects the loading and caching of large areas of the map into system memory. If you have a system that doesn't have much RAM, turning this down could help more, but on a 16GB system there was almost no change in performance between epic and low. View Distance (Low/Medium/High/Epic): The range at while extra object rendering gets cut off. This has a significant impact on visuals, and turning it from epic to low results in about a 15 percent increase in performance. Anti-Aliasing (Low/Medium/High/Epic): All of these are post-process anti-aliasing algorithms. I believe low uses FXAA (Fast Approximate AA), which has almost no impact on performance, while the other three settings use varying degrees of SMAA (Subpixel Morphological AA). Going from epic to low increases performance by around 4-5 percent. General Shadows (Low/Medium/High/Epic): Determines the quality and amount of shadows cast by various objects—trees, rocks, creatures, buildings, etc. Dropping this to low disables all shadows from these entities, and increases performance by around 17 percent. Terrain Shadows (Low/Medium/High/Epic): Like the above, only this is specifically for non-destructible options—the terrain. Dropping this to low disables all terrain shadows and increases performance by around 14 percent. Textures (Low/Medium/High/Epic): Affects the quality for all of the textures, and can cause a significant performance hit on graphics cards with less than 4GB VRAM. Dropping from epic to low gives a 12 percent boost to performance, but the visual impact is significant. Most GPUs should be able to handle the medium or high setting without much difficulty, and these look much better than the low setting. Sky Quality (Slider): This only changes the quality of the sky, so if you don't care about seeing clouds and other effects you can turn this down. Dropping to minimum results in about 6 percent better framerates. Ground Clutter Density (Slider): Effects the amount of extra clutter—grass, rocks, and other non-interactive objects. While there's a large visual tradeoff by setting this to minimum, it can make the game easier to play, as you are able to see stones and other objects you can pick up more easily. At minimum, performance improves by around 17 percent. Ground Clutter Distance (Slider): This determines the range at which the extra 'clutter' is rendered. Again, there's a decent improvement of 14 percent that can be had by dropping this to minimum, though if you change the above to minimum as well that already accounts for most of this performance increase. Stepping up to 1080p epic, the graphics cards continue dropping like flies. The only GPU to manage more than 60 fps is the GTX 1080 Ti, a $700 graphics card that currently reigns as King of the Hill in the graphics card market (unless you count the even more expensive $1,200 Titan Xp, which is about five percent faster than a stock 1080 Ti Mesh Level of Detail (Slider): Changes the amount of extra polygons used in rendering the environment, terrain, trees, and other objects. The visual impact isn't all that large when dropping from max to minimum, and you can gain about 10 percent higher performance, but you may want to keep this a bit higher for image quality. High Quality Anisotropic Filtering (Off/On): This appears to toggle between 16xAF and trilinear filtering, with a five percent increase in performance by turning this off. Anisotropic filtering helps with keeping textures from appearing blurry even when viewed from oblique angles. Motion Blur (Off/On): Causes blurring of frames based on speed of movement. I really don't care for this effect, and turning this off can improve performance by around five percent. Film Grain (Off/On): A post-processing effect that adds a bit of graininess to the output, with a minor three percent impact on performance. This one can easily be turned off since it doesn't really add a lot to the overall image quality. Distance Field Ambient Occlusion (Off/On): This is a higher quality form of ambient occlusion, and it comes with a warning that it can cause a 'significant' impact on performance. It's off by default, even on the epic preset, but turning it on only causes a four percent drop in performance. Still, on slower graphics cards there's no reason to enable this... any other question?
Views: 849 H A P P Y L U X
Creating A Mesh SCENE 7
 
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focus, faro, nick worrell, rent a faro, rent a laser scanner, leica, rent a leica, survey scanning, point clouds, scene tutorial, x330, 330, rent a x330, laser scanner rental,
MODO | Place and Align Drop Action
 
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This video is a quick introduction to the Place and Align Drop Action in MODO. Drop Actions use drag-and-drop actions directly in the 3D viewport to define hierarchies and to preform item level transformations. The Place and Align drop action positions the mesh item at the intersection of the mouse pointer and the surface and the surface's normal direction determines its rotation.
Views: 2936 pixelfondue