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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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Now where KAT is gone (RIP my friend), where do you get your DAZ content now?
There was an impressive community posting all DAZ shit available.
It was a great possibility to test out stuff before buying (I bought 90% of the content after torrenting)
Picture related, my DAZ render
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>>
>>533293
Yeah, I've been through there too mostly V4 :(
>>
>>533294
> BAWWWWW

go tell DAZ to make better models for your free software
>>
>>533295
I value your input.
>>
>>533297
Likewise
>>
I'm noobish as well. I was just wondering what type of morphs and stuff you guys have to make sexy looking models. I'm dabbling with game dev and wanna just do all the animating and building in daz. any help is appreciated.

Anybody bord,in between projects, or just want to work with some programmers? If so let me know me and a fellow programer are making a top down shooter but we need an artist.
3 replies omitted. Click here to view.
>>
>>534197
I would love to help, I can make a few simple assets, I don't want to commit to anything long term. I would love to help a little bit on the side though, not expecting pay or anything, just for fun. What is the general mood of the game? What style do you want?
>>
>>534213
cool email darthkyrog@gmail.com
>>
>>534215
^ its a goning to be a ruiner clone. just something cool to see and play.
>>
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>>534213
style is sci-fi/fantasy
https://www.youtube.com/watch?v=8FhjOx92W_Y
>>
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all i need is a protagonist,antagonist and super simple civilians. So Like 4 low poly characters.
again if interested email me. its nothing stressful or serious just fun.

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Why do you people like 3D modeling? Do you have no lives?
1 reply omitted. Click here to view.
>>
>>534169
That is a loaded question anon, you need to understand that what you deem a worthwhile existence might look very different to other people.
Artists are typically introverted tinkerers that live out the majority of their lives inside the rich internal world of their own mind.
Extroverted people who are dependent on continuous interactions with others in order to further the narrative of their existence in a worthwhile direction
have a psychology that is an ill fit for the kind of temperament necessary to thrive in this type of endeavor where endless sessions spent in solitude is the key to success.

In short yes we have lives, but lives that are inaccessible to personality types lacking the quirks that drives us to do what we do.
>>
>>534178
You tell em Anon
>>
>>534169
everyone ignore this faggot. He's doing it on every board. Just saw him on /p/
>>
>>534173
How did you get to where you are today?
>>
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>>534169
I'm not going to waste my time on that shit. I'm learning photogrammetry. That's the way of the future

>Official Wiki
https://developer.valvesoftware.com/wiki/SFM

>Resources
https://sfmlab.com/

>Tools
https://developer.valvesoftware.com/wiki/Blender_Source_Tools
https://www.blender.org/

why don't we have a general again for it?
Post anything and everything SFM related.
40 replies and 7 images omitted. Click here to view.
>>
>>534162
>I'm sure it's easy to rip PS2 models now
>mfw there still is no easy way of doing this

well fuck PSP model it is then.
>>
>>534198
i am not familiar with blender (max user mostly). From the picture it looks like you just reskinned everything around the pelvis, the skinning is different than the original.

what do the painted weights look like now?
>>
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>>534200
well I clicked one button and it assigned weights based on where the other bones are located.

it's pretty much the same as the 2nd example I showed you. I've never used 3ds/maya before so I don't how it'd be done in those, but the general idea is to not make the pelvis weights blend too much into the thighs
>>
>>534202
so basically redoing the entire weighting, except shitty. I'll just write this off as source being shit and stick to modern software.
>>
>>534205
It takes all of 1 minute to do, and you're only redoing the weighting for 3 bones or so. It's true SFM is pretty outdated(in fact they have SFM 2, but it's for dota only and not backwards compatible) but at the moment it's the quickest way to churn out 5 second loop porn.

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WIP thread is kill once again

previous thread:
>>530695

new thread here

post yer shit or git out
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>>
>>534171
look in a mirror and draw the topology over your own jaw
>>
>>533943
Sculpting seems right to me but the texture really makes it look like a toy. Which is kind of charming, to be honest, but you should probably work on that.
>>
>>534177

Watch out, you're about to be shit on
>>
>>534174
That's not a bad idea.
>>
>>534056
Have you never watched 2001: a space odyssey?

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Man, FUCK Cycles. It doesn't matter what I change in the samples settings, I just can't get clean renders. This has like 300 samples, but even when I pump it up to > 600 the fireflies in the ears don't dissapear, if anything, I think they get worse. I even started tweaking the advanced glossy samples and shit, but nothing changes.

What the fuck /3/? How can anyone get clean renders in Cycles?
9 replies omitted. Click here to view.
>>
It seems to me that the amount of time Cycles needs to render an image with 2000 samples on GPU is as long as Arnold needs to render a crisp noise free render with the CPU.
Cylces might be fast, but its not even half as efficient.
>>
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Well doing 2000 samples did the trick! It took about 5 hours to render, because I can only use the CPU. It looks great, but still, it's anoying how Iong it takes.

>>533820
Thats possible, but rendering the whole thing did increase the overall quality.
>>
>>533964
Jesus OP, learn how to compose a shot.
His fucking neck is the focus of the image.
>>
>>533782
There's a beta build on the blenderartist forum with a denoiser attribute which seems pretty decent so far
>>
>>533964
Get a gpu, you'll thank me later.

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I've been trying to map this simple shape properly for 3 goddamn hours and I can't do it. I'm losing hope and I'm starting to doubt my ability to do even the simplest of shit in 3D rendering.

How do I stop burnout from happening? I want to get better at this but it's really discouraging when I go look for tutorials or help and all I find are 5 hour tutorials for simple shit like texture mapping a goddamn hand.

It kills me knowing that even if I figure this out, I'm going to have to do the rest of it for the rest of the body, then actually produce the textures, which admittedly shouldn't take too long, then fucking rig everything which is probably going to take 15 hours of watching tutorials and then 100+ hours of fucking up and eventually getting something that almost works properly.
7 replies omitted. Click here to view.
>>
unwrapping in Maya is nightmares.
>>
>>531799
If your a faget yes it is
>>
>>531112
What the fuck are you even trying to do? If you want the chess field to align perfectly, use cube projection. If you want to have good uvs you want a nontiling texture on, just get the seams right, then simply unwrap it and base your texture on your uv layout.
>>
>>531605
You have to suck for a while in order to get better.
while 100% true, kids nowadays CANT stand not having results "right away, in this moment, on my command". Thats why they fail.

>>531112
LSCM unwrap + literally one cut along edge will unwrap this for you. Im not sure how you achieve this, dont limit yourself to just one software if another one can do the task much better - it is common that you do some things in maya, some in 3d coat, some things in max, and some things in xnormal. Faster you learn this, fewer hours of your life will be wasted.
>>
>>531799

With the newly acquired Unfold3D it's actually one of the best

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Does anyone here use these things?

I'm very tempted to test one out.

The smaller ones that are just the "joystick" seems to be useful enough, but going bigger with the entire "keyboard" seems like it's gonna be very useful, but you will still be tied to your keyboard.
>>
Oh, and also how useful you find it outside 3D softwares.
>>
Test it out and tell us what you think. Everyone I know in the business still uses a 3-button mouse but different strokes for different folks!

Lots of $4 Pro Bundles. each down from $100 unless otherwise noted. All compatible with both DS/Poser, none DRMed or requiring DAZ Connect, and most of the textures/accessory content is compatible with Genesis/G2.

V4/M4 core figure Pro Bundles/Packs (these bundles bring a lot of necessary accessory content not bundled with the base figures, such as hair, everyday clothing, hi-res skins and the Morphs++ morph packs most characters require):
-----------
Victoria 4 Hero Pro Pack (originally $180): http://www.daz3d.com/v4-hero-pro-pack
Michael 4 Hero Pro Pack (originally $180): http://www.daz3d.com/m4-hero-pro-pack
The Hero Pro Packs combine the M4/V4 Pro Bundles (themselves already down to $4 from $100) with useful accessories for no additional cost. No reason to get the PBs.


Because V4/M4 have idealized proportions (supermodel height for V4 and muscles aplenty on M4), these pro bundles bring characters that give the figures more down to earth proportions and in some cases, anime/asian looks:
-----------
Aiko 4 PB: http://www.daz3d.com/aiko-4-pro-bundle
Hiro 4 PB: http://www.daz3d.com/hiro-4-pro-bundle
Stephanie 4 PB: http://www.daz3d.com/stephanie-4-pro-bundle


Comment too long. Click here to view the full text.
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>>
I seem to recall that some of the older versions of Daz3D can be gotten for free (legit, not pirate).

I used to have v4 which I think I may have gotten that way somehow, but... can't remember where I put the disc, and the website is a little tough to wade through.
>>
>>533965

The Current versions of Daz Studio are free.
>>
>>534092
I had a lot of trouble navigating the Daz3d website because it's packed with animations that even my reasonably good computer feels overburdened trying to display... and Wikipedia no longer lists the versions and changes associated with it.

Any way I can get that stuff? Some hidden page on the website that is probably still there just obscured by the overdone graphics on the website? :3
>>
>>534121
What part of the "the current version of DAZ Studio is free" do you not understand?

Also, if your PC can't handle rendering a simple website then you might want to reconsider getting into 3D.
>>
>>534121
http://lmgtfy.com/?q=daz3d+download

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is it possible to make very complex animations without mocap? or is it possible but extremely difficult?
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>>
>>533884

no offense but i will keep my hands off the distort. maybe its good for gamers but i need something where i can stream on a simple klick so i can show people y modeling and offer them either solution or talk over the problem.

i used before some nice tools but they went all into expensive payment and spamflooding so right now im not using anything.
>>
>>533892
The exception is other way around, there are some useless channels out there, but most are good. Besides its not like 4chan where you have to see stuff you dont like with anons spamming their crap all day long. Users are registered and you can only see stuff you have chosen to see, you can even block users.
>>
>>533827
So can you send an invite again pls?
>>
>>533936
https://discord.gg/BpM4H
>>
and what about kinect ?

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hey guys so im getting into 3d for gaming related stuff my 2d isnt that great but not so bad too is there a certain level i should be at or decency is enough? also getting good at 3d is it like 6month + journey of learning to become good?
>>
>it's a however long it takes for you to get good to be good journey
>>
The question you're asking is essentially: how do I know I'm good enough to know if I'm wasting my time or not.

The answer is up to you, if you keep spending your time doing this its' not time wasted.
If you quit right now you've wasted a bit of time, but not as much as if you quit in the future.

Use the first software you come across until your projects reach the limitations of what's possible, that's my advice.
2D is still really nice, anyway, you'll just be making 3D environments and half ignorning one of the dimensions
>>
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>>532753
>>>also getting good at 3d is it like 6month + journey of learning to become good?
topkek
i have 15 years of experience in industry, worked on dead island, dying light and lawbreakers, along with many titles you dont probably know, and i still know shit :D

But laughing aside, sucking in something is first step of being good at something.
Nowadays you have plenty of resources onthe internet, buy tutorials (and i mean buy, not hoard them through torrent, because you wont value them then), learn from them, and for gods sake - dont put tutorial-m,ade things in your portfolio - i have daily 3-5 applications that have nothing but tutorial assets in portfolio. Seriously, you people need to stop that - make something unique, all by yourself, to actually show that skills youlearned can be applied in different scenarios.
>>
look, no one is gonna tell you that your work is good or bad.
even online people won't tell you outright what they think of your work, you will get suggestions to improve at most.
most people won't even bother giving you an in-depth review of your work,some will bullshit you, some don't even know what they are talking about.
on the opposite side you still have people that will give you a good critique and what to improve.
generally, it depends on where you aim.
game art in general is not easy, you have alot to know if you are the only person making the assets, the levels and everything.
id wager there are only a handful of people that can make a game with good visuals on their own, so don't get too excited.
learn to cut coners but also have an ambition, if you believe and work hard you will get there

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do people make a living from just turbosquid?

I talked to guy once that said he makes about 5,000$ a month from passive income because he has like 500 models on there...

would it be a smart idea to just start uploading models there every other day and build up a portfolio or is it not worth it?


or is turbosquid just a meme?
8 replies omitted. Click here to view.
>>
>>534058
>good money for unwrapping uv's?
>good money for unwrapping
>good money for
>good money
>good

Stop. Never was it mentioned it was good money, and only you specifically brought that aspect up ever. Stop trying to salvage your idiocy in mistyping and get on with your life.
>>
>>533731
honestly, you can argue that amount of money isn't worth the amount of time he's putting in on the work he's selling..

but, if he isn't doing anything else, why would he not do it? the same can be said for anyone else. besides, it may be helpful for building your portfolio and getting a good job.

if you're a neet it definitely won't hurt
>>
>>534075
i think you might be as retarded as the anon you are trying to call out. I asked you what ok money was, which is what was in BOTH of the posts I just quoted.
>>
>>534091
Consider that you need to phrase your replies better than. Am I retarded for you not putting a ? at the end of your reply and for you not stating you are a different anon? The fact that you replied as little as possible to not indicate that you're a new anon or the fact that since Poes Law is in effect on the internet it is difficult to tell sarcasm from truthful genuine questions makes it difficult to tell if you are first a different anon and second being honest.

The fact that you put >okay money with no ? at the end and a 'what is' makes it seem as though you're being sarcastic and referencing a previous post. Ask it in the correct manner and I'll gladly let you know what is

>okay money
>>
>>534098
even if I was the same person, the proper response would be the exact same. Rather than actually answer the obviously understandable question, you chose to be a autismo faggot about semantics. The first poster was obviously asking you to elaborate on the amount of money made, same as me.

There is no need to be such a defensive cunt on the internet. In the end, all you are doing is wasting time by constantly deflecting the obvious question you know you were asked.

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So, I'm kinda new to this whole 3d thing.

Why are 3d models so horrifyingly expensive? they cost more than the software they used to make it in.

For instance, these two models cost 1600 USD
http://www.plasticboy.co.uk/store/Human_Male_Female_Anatomy_Complete_V05.html

I realize advertising companies make use of these models, but Honestly I think it would probably be cheaper to hire your own artist.

Is there any justification for this? or maybe I'm the crazy one...?
8 replies omitted. Click here to view.
>>
>>533524
Ahh yes, because every character on turbosquid will only sell once before it's gone, and then you have to spend three weeks making a whole new one.
>>
>>533004
>waah 4chan is mean
We're not the dumb fucks trynna buy models a with fookin nervous system
>>
>>533001
>3d models so horrifyingly expensive?

Those models are full anatomy both internal, and external, and the external doesn't look good at all.

Turbosquid is much cheaper for the individual parts depending on what you need the model to do.

Say for example if you wanted a female model fully rigged to pose that can run from $100, to just over $1,000.00.
What you need the model to do should be your first question, then based on that look to price range.

At http://3dscanstore.com/ there are thousands of base meshes that are not rigged but the most life like. Most of those cannot be rigged to pose, but there are a variety posed meshes already available in the individual package pricing of $20 to $200.
>>
>>533001
>Why are 3d models so horrifyingly expensive? they cost more than the software they used to make it in.
Sand is free, yet a glass chandelier isnt!?!?!?!? WHY! !1?!?!?!

Come on man, you know the answer.

time=money

If something takes a week to make then even at a burger flipping wage it should cost 10x8x5= 400$.
But if you want a non beginer to amke it slap in there 30$ per hour and you got 1200$.
Simple, isnt it?

A hammer and chisel will cost what, 50$? and a good sculpt by a know artists can cost thousands of burger money if not millions.
>>
>>533001
because people who do 3d models at certain quality do it for life, not for after school beer.

>>533524
this guy nailed it pretty good, listen to him.

YOu probably compare the prices to shit-tier pricing from various asset stores that are so popular right now. Which is also laughable, because many HIGH quality assets there cos t housands to make, and are sold for like 30$ usd - because if you sell 100* 30usd you get 3000 (minus taxes but whatever for now), and noone will but a pistol pack for 3000 usd. But for 30 why not.

Market saturation with cheap-o assets made life harder for the very stupid people that dont value their own work, because pr0s will adjust pricing and just sell more shit for less, and stupid people will make mediocre shit that wont sell even for 20usd.

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I been doing some snooping around in linkdin, looking at the employees in different game studios and i noticed that almost everyone works at studios 1-2 years on average than goes to another studio, than works there for 1-2 or 2-3 years than goes to another studio?

why is that? do they get fired or do they get better job offers somewhere else, because i noticed few people became Senior artists or art directors after leaving 1 studio.

I also noticed that people working at Blizzard, stay working at blizzard for like up to 9 years even (blizzard opened in 2004 so that almost from the start)

why is that?
1 reply omitted. Click here to view.
>>
>>532763
>because studious use contractors therefore don't have to pay benefits to employees

bullshit.
never heard of anyone shutting down an entire studio, moving to another location, reopening just to avoid taxes. the paperwork and the hassle to close and reopen a business isn't worth it, besides, you still gotta pay your taxes, closing the business don't exam you from it, if it did, every single business would do it.

most decent studios do offer healthcare and 401k and other benefits to employees.
if you check any studios glassdoor page they have the benefits and under salary they have the salary for the employees and the contractors.
>>
Worked a decade in games industry, changed job 6 times..
Theres tons of reasons:
Studio closure/layoffs
Better job offer (recruiters are always hounding people with experience)
Personal reasons like moving to a better city
Chance to negotiate better pay
Better projects

And sometimes if a friend gets a job somewhere and its awesome theres always a chance you'll follow suit for the fuck of it.
>>
>>533052
Slightly off topic, but any tips on writing Cover Letters and Resumes? I can't seem to get mine to "stand out".

Or can we have a thread posting template-like resumes and cover letters while not mentioning anything personal?
>>
>>533082
Your cv literally doesn't matter. It won't stand out. It just needs to have your info on it and clearly. Don't fuck it up trying to make it more than it needs to be.

Only thing that really matters is your portfolio
>>
>>532763
this is utter bullshit,probably you're bad in what you do.
>>532758
its all about the glass ceiling and skill cap, along with your personal develop process - i switched studios 4 times in last 15years of career, now im freelancing 100%, and it wont change - there is a moment in your job that noone can teach you new things, you teached most of your co-workers eveerything, and managment/boxx is giving you shit tasks that you might enjoyed 3years ago but now feel... mediocre - so you decide not to waste your time and move along. Freelancing for me is the ultimate challenge, as i can pick the difficulty level of work - in recent 3 years of freelancing i've aquired skill in editing video, 3d scanning, photography, electronics and programming simpe unity games - and i was 3d artist/tech artist my whole life.


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