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So I was cleaning up my hard drive and I found my copy pasta of what used to be the board sticky.

Part 1:

/3/'s Official README.TXT
http://freetexthost.com/nzjanyanw0
If you're reading this, you probably got this linked to you because you posted a
question that has already been asked many many times. Read ahead, and find
your answer.

Scroll to the bottom for useful resource links.


1.) "How do I get started in 3D?"

There are many ways to get started, the quickest way is to actually start
with a 3D program. There are many to choose from, such as:

-3DS Max
-Cinema 4D,
-Maya
-Softimage XSI
-Lightwave
-Blender 3D (Free!)

Once you obtain one the next step is to start with tutorials. There are many
on the net, they range from text and image tutorials to video tutorials. You
aren't going to find a tutorial for everything out there, but most will explain
techniques that you need to adapt in order for you to achieve whatever final
result you want.


2.) "Wow! That's a lot of programs! Which one is best? I heard ______ is best."

You heard wrong, there is no one program that is better than the rest, it has
and always will be the skill level of the artist. Which program you choose is
solely dependent on your own personal taste and which aspect of the 3D industry
you want to be involved in.
Max and Maya are the most hyped and so therefore the most used,
they have the most available documentation online. The interfaces have
a steep learning curve, but there isn't any 3D program you can't learn if you take
the time to use it and follow some tutorials. Go with a generalized package, not a
specialist one.
72 replies and 56 images omitted. Click here to view.
>>

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WIP Thread, uhh composited edition, I guess?
I should start asking for theme suggestions when the threads are about to die, it's getting tough to come up with ideas.

Anyway, post what you're working on!
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>>
>>486399
lol look at this psycho
>>
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Creating something with the Robos That I made and dicking around with fiber mesh, I don't even know what I'm doing overall. At least I know that I want another stone in there somewhere and a good tree. Anyone know where I can go to learn to make some alien type trees ?
>>
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>>486399
...

Good ol /3/
>>
>>486420

Are you saying he's wrong? Please feel free to disagree with him and making counterpoints.
>>
>>486189
This guy's got the right idea

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How do you organize your workspace /3/? I spent the day cleaning my desktop and this is clean in my opinion, I was wonder how the more professionals keep their desktop

Show us your desktop
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>>
>>485925
>Desktop Thread
>>>/g/, tidus
>>
>>485925
>not enabling "show file extensions"
>being this much of a pleb
>>
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New computer. Haven't gotten around to installing photoshop yet
>>
>>485941
just use geektool brah
also i regret not switching the system font back to lucida

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Help me /3/, you're my only hope.

I'm working on a game where the terrain is just roads, but I'm unsure of what kind of workflow I should be using.

What I've currently got set up (just for figuring out layouts) is a big curve/path and an array'd road segment that follows it. This won't actually work for gameplay since I've got different types of roads (tunnels/ramps/etc) and decorations and junctions and stuff, but I'm unsure of how to replace it.

My current thinking is using a curve modifier on a long base road bit with edge loops put in so I can match the curve closely without having excessive polys where I don't need them, then applying that and getting to modelling individual details. The problem is that that's destructive and I'd prefer being able to adjust things as I go along. Modelling with the curved modifier applied would work except for that blender's camera still orbits around the unmodified position, making navigation a bitch.

So, /3/, is there a better solution?

It'd be nice to have a good way of generating the collision mesh too.

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Finished 3D render created in blender + gimp.
hope you like it!
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>>
>>486291

All he did was not use Babies First 3D Software.

It's amazing what you accomplish when you grow a brain and stop using Blender.
>>
>>486277
This is rather nice, I like it but I'm sure you want to hear a critique, otherwise you would not have posted it.

The metal needs a different texture, perhaps something with a 'brushed' effect, certainly a little more gloss.
And I am concerned that this watch has no glass on the face?? . . .. This will be the tricky part and a subtle amount of CA is perfectly acceptable here.

>>486397
Shut up kid.
>>
>>486412
>Shut up kid.
>kid
Look at all this butthurt, it's overflowing.
>>
>>486397
>implying I use Blender
>implying achieving quality results is that heavily reliant on software

>>486413
>implying "shut up kid" equates to him overflowing with butthurt

You sound like the kind of kid who uses Blender.
>>
>>486277
it looks like shit and reeks of blender circa 2008

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Hey /3/, would really like to know what you guys think on my sculpt for something for the dota 2 workshop. This is my first time doing a sculpt and model of an organic model that is not human/armor related. Thanks!
>>
I like it aesthetically(I would be a terrible critic), but am wondering where the wings will go for flying courier. It looks like they will clip through the saddle unless they are really low.

Or its a mount for a hero and I am an idiot.
>>
is the armor glued to it???????
>>
also the feathers dont look like feathers
>>
>>486362
Feathers don't look like feathers really
The armour needs to be realistically attached, not looked like its glued on. Try some leather straps or chainmail or some shit.

The upper leg armour could cover a wider area.
>>
Body looks too short, hind thighs look too wide, hind knees are undefined, hind legs look altogether just like stumps, they need more bend/better defined toes. As others have pointed out, the armour is glued to it and the feathers look like wet silk or something.

If you're learning to model from scratch in zBrush you should start with something more simple. Or model it low poly in max/maya/blender and import to zBrush so you aren't try to sculpt in the correct proportions / base forms. For feathers you're better off sculpting a feather base, making a few variants, copy pasting them across your mesh, then bending/scaling them individually or in clusters.

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hey boys. i come from the far away lands of /ic/

i'm an aspiring concept artist. what i want to ask of you is this:

do you guys have simple rough blockmesh modellings of scenarios/landscape/anything somewhat well proportioned and cool looking?

if you do i'd love it if you could share a few nice screenshots with me, so that i can use your blockmesh to draw ontop of. clients love seeing this stuff in concept artist portfolios.

what i want to do is shit like pic related.

thanks in advance boyse
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>>
>>485926

Have you read this fucking thread? Do you even realize what OP wants 3d for? Topology? Give me a fucking break.

Why use a chainsaw to slice bread when a breadknife will do.
>>
>>485946
Breh, you should take your own advice and read the whole thread. I was the one who RECOMMENDED Sketchup. I was simply replying to the dumbass who got butthurt that I said it was a simple program.
>>
ITT: We assume sketchup is crap because we don't know how to use it properly
>>
>>485948
Nobody said it was crap, just that it's not meant for professional 3D modeling, it's meant for blocking things in, exactly what OP wants. If you think Sketchup is actually a good fully fleshed out modeling program, then you are sadly misguided and haven't actually gotten deeply into other modeling packages like Max, Maya, Blendshit, Modo, XSI, etc...
>>
>>485948
>>485945
>>485875

You seem extremely defensive over this shitty software.

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Ok guys.

What's the best way to make anime-like waifus?

Low poly (non sculpt) or sculpt (zbrush)?
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>>
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>>486202
Did you even look at what I was quoting or were you just looking for an excuse to post a fucking tank?
>>
>>486227

Its textured...
>>486233

The most only need a pixel por each color in the material + details. To make it look good with vertex color youll need at least double the tricount
>>
>>486377
Wasn't referring to all models just the ones in question. Those models that were posted have very basic textures that are little more than color gradients which you can easily replicate with vertex colors. If you're going to make a texture that basic then you may as well just use vertex colors and optimize as much texture data as possible.
>>
>>486379

Yea, but things like eyes, or other detail will increase the polycount too much
>>
>>486377
>Its textured
Yeah no shit

I'm accepting Blender requests.
You tell me what you want drawn, and I will draw it in exchange for dank memes.
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>>
>>486257
where do you think you are?
go back to /v/ or /a/ or whatever shit board you are from
>>
>>486267
I like his art, and need that pic for some shitposting...
>>
>>486300
stop being an idiot and leave, clearly op is kill you fucking moron.
>>
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>>486320
I only leave if u maek my request
>>
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>>484661
needs

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ITT: Post your greatest creation
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>>
>>486355
are the UVs unwrapped?
>>
>>486355
Texturing is only hard if you don't put in time to understand it. After that its not so bad
>>
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>>486358
nope, have been trying to do that but it's arelly hard. making a low poly model of wonder red right now to try to learn texturing and unwrapping. It's pretty shit but I want to try making something low poly to unrwap
>>
>>486364
really*
I've had little sleep, apologies
>>
>>486355

Isn't this about 5 months old now?

My original intent with learning 3d modeling was to make quality shitposting material, but now I'm actually kind of interested.
17 replies and 5 images omitted. Click here to view.
>>
>>485568
yep.
but then i havta type more for the .qc file.
fuck that.
>>
>>485470
>why doesn't your bow bend?
because this is a test for a game anim for first person view.

the 3rd person anim has proper ik chains, controllers, and limits.
>>
>>485356
Flat bottom makes the wine more likely to sink (like sugar in cooled down tea).
>>
>>485615
Thanks anon.

You learn something everyday.
>>
>>485402
This sucks, look up some videos of archers.

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I am looking for a freelance 3d artist to model some weed bails. Need them for a project i am working on, super quick turn around need them for monday. If you are interested post a link to your work bellow and contact details.

budget £50

The project part of an big album release happening soon with quite a well known artist (cant disclose more info on here)
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>>
>>482988
This
>>
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>>482952
I work for Disney, I have gone out of my way to do this for you on the prescribed budget. I have over spent by £10 so total cost to you is £60
>>
>>482952
k, nigga your guna need to give me some more information.

1) what are you doing with it
a) i need to know this so i know how to make it work better for you.
2) what format do you want me to make it for you, what program do you want this to be opened in? aftereffects, unity, gary's mod. (judge not and you shall not be judged)
3) what level of detail are we talking here
how big can my textures be?
how manny polys you giving me to play with?
>>
>>485020
Holy shit are you completely retarded? Look at when this was posted. Look at how many times OP has replied. And what the hell makes you think some random asking for a simple 3D model knows anything about texture res or polycount?
>>
>>482952
Gimme a few hours

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Show me the stars you follow at night. We all need some good inspiration!
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>>
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>Ctrl+F
>Grassetti
>0 Results
>>
>>
>>
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>>485611
Play the original Doom and try to say the game play is always unique and never stale.
>Shoot Demon
>Find Key
>Open Door
>Press Button
>Rip and Tear
If you're asking for more shit then its people like you that let games like Doom 3 exist.

What are some good places to get Characters in the "T-pose" So I can make a model of a human body from scratch?
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>>
>>486266
>>486294
>>486296

The A-pose exists because of game engines having very simple joint driven/mocap driven animation and limited deformation control, and the mesh was low poly enough that it was fine to go from the A-pose, so the A-pose became popular in those settings.

When you get to higher density meshes and have better control of your deformations, what becomes more important is having a simpler pose to rig. in the T-pose - positioning joints/deformers/controlers are easier, weighting is easier.

You keep arguing that the A-pose is better for deformation even though I pointed out that deformation is irrelevant when you use shape correction, and now that game engines also support that, the A-pose makes even less sense unless you just want a simple rig.

The point about autoriggers, is that they use the T-pose for a the reason that it's easier to script your rigging in that pose.
I've been a TD long enough to use most rigging solutions out there as well as write my own and and for companies.
>>
>>486296
As a TD, it's good to understand as many rigging solutions as there are available as many studios rely on them. That way I can modify them and maintain compatibility.
HIK, motion builder, and mixamo's rigging solutions are also great for their quick use of mocap, and many more studios use them than you'd imagin.
>>
>>486327
>The A-pose exists because of game engines having very simple joint driven/mocap driven animation and limited deformation control, and the mesh was low poly enough that it was fine to go from the A-pose, so the A-pose became popular in those settings.
Lmao, no. The T pose is what has been popular in games since the early days, it's only recently that we have been moving to the A pose due to it being a mid-point for MUSCLE FLEX, instead of joint movement. When we were low poly, we didn't give a shit about muscle flexing, but now that the game polycounts are drastically rising, it has become more important to use a more relaxed pose, thus the A-Pose.
>>
>>486327
so what you mean is that all my points are valid but you just dont care because there's a new guy on staff to clean it up for you?
>>
>>486359
>>486369
>The T pose is what has been popular in games since the early days

exactly what I said. The A-pose came later due to the lack of deformation control in gaming once the polycount was in a certain range, but with higher polycounts and better deform control, the A-pose becomes more difficult again.

You think being mid-point for MUSCLE FLEX is the reason for the A-pose? Perhaps I'm misreading your grammar, but are you trying to make an argument for it being important to be mid-mid flex or is it more important for the relaxed pose, because you're trying to make a point on both and they're opposite things.
In any case, muscle deformers require no such pose.

I already told you the instances where the A-pose is useful (in simple joint driven rigs with no other levels of deformation), and that was exactly the game industry for the past few years.

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Question thread, contain /3/ related questions here.
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>>
>>486385

Pretty solid question, but you basically have the core premise wrong.

>How are you keeping matching UVs for baking to work properly?

You don't.

The details are projected down onto the low polygon object by using a "cage" and the the resulting hits/data/map is stored in the low polygon objects UV map layout.

Basically you take a "snapshot/bake" of the high polygon and project it onto the low poly model. The high poly doesn't require a UV map.
>>
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>>486386

Thanks man, I modeled a quick extrude and bevel on a cube to test and I was actually able to reach some results for the first time with that information, my bakes always had errors in the past.

The result is lame as fuck with obvious seams etc but then again it is Blender hehe with normals baked with internal and shit.

I intend to get into Substance tools and I assume they do a better job and i'll learn as I tweak things messing around
>>
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How do I export from Sketchup?

Any time I load stuff up in another program, stuff like this happens
>>
>>486390
As far as I know you just don't. It's not really made for objects with real topology.
>>
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>>486392

it's weird, I've exported some stuff without any problems, but other stuff results in screencancer


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