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File: IMG_5394.png (908 KB, 1955x1235)
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I’m new to sculpting. What tips should I know to help me better understand and visualize the things I want to make?
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>>982767
Mouths are not in a plane, that's your problem.
When you sculpt always remember what's behind the skin
Your teeths are not in a plane, they are in a curve, so your mouth will set that way.
There's a million other problems with the sculpture, but for the mouth first change this.
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I sculpted this in blender
then I gave up because it's hard as fuck and I have no talent
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>>982754
>>982755
you're sculpting your lips into the faces, even if you plump up the lips later it still won't look right. It's the bones and the teeth that cause the mouth to come forward a little, as well as the flesh, so your sculpt looks like it's missing teeth.
You have to draw out a sort of mound that you sculp the lips into. You can probably just pull them forward now with the move brush, but it'll be easier if you do this beforehand.
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>https://www. youtube com/watch?v=J2_uiUEcY7w&list=PLtZ2rrCuza-oyVD-sPjB7J80qRBufWODi&index=14&t=1s

this guys sculpt series really helped me get to a good level. Just switch his reference image with any human male or female image and go from there. pic related is what i made after this vid.
>>
Professional aaa 3d character artists here.
Look up anatomy for sculptors on artstation. They have a lot of good posts that would help you understand the shapes of the human body.
One of the biggest mistakes beginners make is making the faces super flat, as you did. Every shape, buldge, wrinkle, angle or whatever on the face flows into another and there is a reason why they are the shape they are. Those images hopefully will help you understand it

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What does /3/ think about the Metalheart aesthetic?
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>>983197
'metalheart' predates depthcore as label for that look, now you're the zoomie.
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>>983199
>Using Fandom as a reliable source
Clearly only idiots believe in their AI junk. It’s called metallic.
>>
both look like shit sorry
why do you even care about -core shit make something of your own
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>>983197
This shit never had a name, at best they were called cancer explosions.
>>983192
I miss it, I'd go searching for old tutorials on how to make it on Deviantart if the site wasn't so infested with A.I.
>>
>>983192
this looks like I'd see it on the album cover of an obscure european power metal band that was somewhat popular in the early 00s and has like three songs that are somewhat listenable that I'd add to my spotify playlist before spotify takes them down after a week for no damn reason then brings them back 5 years later and I listen to them and think 'oh i remember these guys' then remove them from the playlist because they no longer fit the overall vibe I'm trying to curate.

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3D inspo thread - what gets your poly goning?
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>>979186
Learn povray
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>>979808
Aphantasia autists that loved dragging vertices around got phased out by actual talanted artists that can just sculpt whatever they have in their head, that's why there are no more tutorials for this, and there shouldn't be.
>>
>>976639
>models all this anatomyslop
>forgets the head
>>
>>975167
In all of my pursuits, 3D modeling, 2D drawing, writing, I'm more inspired by seeing people worse than me than people better than me. Because I may never reach the latter person's skill level, but if the former can find success then I know I could too.
>>
>>975941
you do realize it hasn't been a bottleneck because people are still optimizing their models to reduce polycount.
if everyone said fuck it and go high poly it would absolutely be a problem

how would i bake these shine so instead of it being dynamic it would be a static image texture that i could then scale down
>>
You'd be baking the light, not the roughness.
Roughness defines how the material responds to the light, so it's always a dynamic property. What it sounds like you want to do is bake the reflections and the specular highlights etc into an image, and for that you need to bake the lighting.
Create a new image in the image editor, then open the shader editor, open an image texture node with the image you just made. Don't connect it to anything, just select it. Go into your render tab, set it up how you like, then scroll down to bake, choose combined, active camera, then hit bake.
The image you selected should now have the lighting baked into it. Save it and do whatever you want with it.
Oh and your object needs to be unwrapped btw.
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>>983230
aah thank you!

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So I am only a day old diving into Blender after 3 years of trying 3DS Max with no progress which is more of a skill issue on my end.

I am specifically wanting to model cars. I have something started but am not too happy with the outcome of the doors. I am starting with blueprints but still getting to grips with pretty much everything else.

What tips can you give an absolute noob when it comes to modelling?
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it's over
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subsurf is difficult because the necessary loops in some parts of the model will break/tighten the geometry elsewhere in the model
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>>983188
You isolate curvature by having supporting loops that stabilize what's on one side of them, the bended interpolation as you curve sub-d surfaces only happens one section beyond what you're manipulating, think of it that way.
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>>983189
idk what you mean. here the necessary loops to make the hood(white) will cause a crease (black) in the sides. this is only one example, but there are many more situations where this type of additional geometry starts to produce creases/tightening somewhere else...
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>>983190
make a simple object and model some curvature in there, move the verts around and try to crease and relax one corner and observe what topology moves and what doesn't. Sub-D isn't difficult to understand once it clicks in your head how the interpolation work/behave.

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Tbh I used to do it a lot when I was younger, but I been losing hope, and wondered why you guys do in the first place?

I always worried that my work would end up as porn.
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Futo...
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>>982647
I animate so that I can see my video games bitches ride big fat dicks.
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>>982647
I have a story to tell
>>
Pretty sure we have an innate desire to see pictures move. isnt there cave paintings that were drawn in such a way to indicate movement? it's in our blood. dont know why but it is
>>
>>982690
thats why you get artfriends to share your shit with anon.
You weren't sharing porn with your friends back then?

Do you have any "weird" tricks that you've discovered that help you sculpt better?

>If I need to closely copy a reference I listen to power metal and pretend I'm a fighter plane in WW2 that's flying around the 3d model and tearing it apart with my guns with the goal being to sculpt it into the shape that I'm trying to make.

Helps get you immersed in what you're doing if you see it as a game
3 replies omitted. Click here to view.
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/3/ doesn't understand because /3/ is full of technicians, not artists.
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>>981077
I stop fapping for a week in order to sharpen my coomer instinct and make my sculpts better.
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>>981324
This, I can sculpt up to 8 hours an armpit
>>
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>>981077
Sculpting is a bitch
watch a course or a bunch of courses and even then it's still a bitch
picrel is the last time I sculpt
>>
>>981077
not really a "weird trick" but manual retopology for sculpting.
this way i can sculpt out the rough shape without having to worry too much about nice surfaces. then i can retopologize to get a nice smooth surface, and after that sculpt additional details and/or project details from the rough mesh.
i normally struggle with the final refinement stages of sculpting, but with this method i can get a pretty nice result without hours of polishing lumpy surfaces.

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Deleting the default cube in Blender is bad practice.
You're supposed to drag it out of view.

Of course the total hack hiding under the moniker "Blender Guru" (or as I like to call him "The Doughnut Grifter") teaches you to erase it.
I hate him so much.
>>
>>982618
I get satisfaction by raising it up a little, so its bottom is flush with the ground.
>>
>I just saved an empty startup file that has my UI and settings exactly how I like them
>normalfriends waste dozens of hours deleting the same fucking cube every new file
Truly subhuman.
>>
In a way you're supposed to use it.
Well that is if blenders main workflow of boxmodelling directly into the intended base topology and using multires with sculpting and use that to export LODs did work as intended.
Blender devs shill it from time to time omitting the fact that it's completely broken and there's no way to directly edit the multires data.
>>
>>982621
I must admit I also like to do this
>>
bump

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I made this donut to celebrate me using blender for 8 years, hurah
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>>981709
?
>>
>>971994
yes, don't waste your time
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>>965344
how did you do the 'glitter' effect?
>>
bump
>>
bump

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>Koreans start getting into mainstream media
>All their models look like high quality DAZ renders
Explain this, I can't be the only one who notices.
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>>
>>982885
Knew a guy who acted just like you making up his own head canon and arguing against weird positions other didn't even hold.
He got that way after suffering head trauma getting hit by a stray baseball bat that slipped out the grip of a kid who swung while wearing knitted gloves (true story).

Dude became a lonely alcoholic later in life because few could stand him for any duration.
>>
>>982888
I knew a guy like you too, he used to make this weird comic with his Oc called Sonichu, he ended up just like you (also a true story)
>>
>>982873
>Calls anons pedobears for liking adult asian women.
>Gets called a literal mother fucker
>Can't you see how damaged that line of thinking is?
Lol, go fuck yourself, or your mum.
>>
>>979819
Many Koreans use presets models and just fix them up.
>>
>>982909
A lot of people do that, mostly in porn.
I've got a lot of commissions for heads of characters, and then I see them attached to daz bodies. I have never seen a Korean game company using any daz model. Maybe a solo developer?

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I made this low poly 3D model.

Any advice?
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>>982876
You fucking pansy.
>>
>>982882
Software?
>>
>>982777
>Any advice?
you mean do we want any advice from you, right?
you obviously don't need any
>>
masterful work, impressive
>>
>>982887
>>982926
I don't know anything about 3D modeling techniques or recommended practices. I just noticed that using Three.js you can represent 3D objects by manipulating a data buffer and that's why I created a rudimentary tool for that purpose.

The intention of this thread is to obtain the opinion of specialized people who can point out the errors of this model and possible improvements.

>>982940
Thanks! and...thanks?

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Welcome to our thread dedicated to honing your topology skills in 3D art! Whether you're a seasoned artist or just starting out, mastering topology is crucial for creating clean and efficient 3D models. In this thread, we'll share and discuss various exercises aimed at improving your understanding and application of topology.
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I like how sloppy these wipers look. It just werks and motionblur takes care of everything
>>
I'm working on a gun, and the grip part has some curves obviously. Using subdivision modelling. The problem I'm having is that I like to keep things as low poly as possible to keep them manageable, but I just can't realistically tie in the details I need with a low poly version of parts of it.
Would it be bad practice to model the general shape low poly, apply 1 sibdivision to get the nicely smoothed slightly higher poly version, and then tie the smaller details into that? It feels hacky, but I'm not going to be able to hand-place every single one of the vertices just right as compared to the subd.
>>
>>981915
That is pretty common workflow. Rough out a shape in sub-D collapse/flatten the stack down to that level and then optimize the sub-d generated mesh to fit your target needs by modifying deleting loops etc.

There's nothing hacky about it, any method you can think of to generate the polygons you need is valid if the end result is something useful that matches your target specs.
>>
>a good thread on 4chan
Now I can tell people that I already saw everything.
>>
>>983054
thanks anon

A thread dedicated to CAD, the chad's choice and the working man's choice in 3D production.

What projects have you been working on lately? What kind of work do you do?

>FreeCAD
https://www.freecadweb.org/

>Rhinoceros
https://www.rhino3d.com/

>Moi3D
https://moi3d.com/index.htm

>Tutorials and Guidebooks
https://www.youtube.com/playlist?list=PLxt9ZAGPLIpdn6CH2IbsNRYDlikLucxVe

Comment too long. Click here to view the full text.
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>>902639
>>902656
>OpenSCAD
I have been putting off giving this a go. I might have to just nut up and try it.
>don't use FreeCAD until you have at least 5 years experience in CAD (this is for your own sake, you will quit if you try to start with FreeCAD)
I started by using FreeCAD because I am on linux and I don't want to pay or have all of my models uploaded to someone else's server. It is very buggy, but I'm starting to get the hang of it. I have a project that I made currently printing on my 3d printer.
I've also been following the development of FreeCAD and it is currently on the brink of being downright usable. The next release looks like it's going to be pretty decent, thanks to the development that has been upstreamed from the Ondsel project.
>>961194
>using files with lots of solids
Admittedly, I haven't gotten this far yet. My project only has 8 parts. The new assembly workbench is pretty nice, though.
>>
>>980723
The next release will be significantly improved. It's worth checking out as I believe it will see a lot of improvements in the near future.
>>
in autocad how can I use the current position of the mouse as the relative coordinate instead of the last clicked position?
when i paste something, can i set it to automatically drag by a certain point, like at the center instead of the corner, without of having to reselect it all over again?
>>
What websites do you guys use for selling CAD files?
>>
>>982829
Buy an ad.

so imagine that i got good at 3d modeling, how do i realistically make money? is porn the fastest and easy route? how do you build a fanbase or do you make videos for pornhub and cash on views?

i dont want to work in a studio or with other people, want to fly solo here
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>>981376
were you trying to recreate those jewish goblinas from that weg everyone posts?
and any new account on twitter gets instantly auto banned in order to force you to put in a phone number. other than that flag your shit as nsfw or the algorithm will crush you when it detects you're posting nsfw
>>
>>981750
What about fetish but clothed art?
>>
What's the best platform to sell your art on?
>>
>>982794
original characters or famous characters?
>>
>>983023
Both

Is learning blender a waste of time if I'm serious about learning animation?
I just want to animate anime girls with bouncy boobies fighting with weapons and magic like RWBY.
I've seen people say that Maya is better for animation than blender but I've not seen people actually explain what makes it better specifically. Is it the UI or something? I only have experience in Blender and cinema 4d. I prefer animating in blender over C4D. Right now I'm not doing shit professionally but I don't want to waste time learning Blender if I'm just going to have to learn Maya later. I'm not getting any younger over here.

I've taken a 3d animation and modeling course at college just for an art minor. I plan on taking animation again but learning Maya instead of cinema 4d. Would it be better to just fuck around in blender making meme shit until this fall or should I just dive into Maya?
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>>982263
Maya if you want to get a job
>>
animation is animation, software is less than 1% of the actual work. Blender is free, so that's good enough for me. I have used maya too and personally I like it but this shit isn't my job and at the end of the day I prefer blender's ui and ease of use over maya. mostly I just know blenders shortcuts better.

studios use maya because they have always used maya. if they could seamlessly move to blender and save a buck without disrupting the pipeline, they would. but it would unironically cost more time and money to transition to blender than it would to simply maintain the status quo. so yeah, if you want a job go with maya. blender will always be there for you if you want to play with bouncy anime tiddies though, there is no rule against using both programs.
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>>982263
Ask yourself why Blender is a meme on /3/
>>
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>>982263
It's 2024 already my nigga, blender died with covid and Dark Cris.
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>>982263
yes, next question
>for anime girls
you can use anything you want, try anything available,blendet, source filmmaker, pirate shit, THE ONLY REASON YOU USE A TOOL IS BECAUSE MAKES YOUR LIFE EASIER, THAT IS ABOUT IT

YOU DON'T HAVE TO BE AUSTITIC OR BRAINROTTED ABOUT WHAT SOFTWARE YOU USE, AT THE END OF THE DAY RESULTS ARE WHAT MATTER AND TIME MATTERS TO, SPEED IS THE NAME OF THE GAME BABY


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