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01/26/15News Post: In Memoriam
01/23/15moot's final 4chan Q&A has been posted here.
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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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I read this board from time to time because I find the topic interesting. But I never learned to use the programs myself. I got one question for you:

I always read about good and bad renderers. How can there be good or bad renderers? Shouldn't the model be exact, and shouldn't the result, if there are no bugs, always be identical?
2 replies omitted. Click here to view.
>>
>>464724
>there is no best or worst renderer.

there is a best renderer - vray 3.0. There is also a worst - cycles.
>>
>>464727
>cycles
>not blender internal
>>
>>464729
blender internal is fast and production proven. Cycle is not.
>>
>>464727

>vray 3.0

what is Arnold?
>>
>>464734
arnold a shit

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Where were you the day GI became Twitter level mainstream?
>>
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>>464716
Please don't bring this shit to /3/...
>>
>>464717
>Please don't bring this shit to /3/..

The party is over. Soon everyone is going to understand light bounces, skylights, and how to tweak GI settings to get the desired effects and everyone here will be out of a job.
>>
The middle shot's already overexposed. Surely if it were white the middle shot would be blinding, right? You can tell from the highlights that it's a reflective material, so it's not going to be a matte black look in a well lit room.
>>
Take this shit back to /b.
>>
This is the stupidest shit, no matter how much you expose it the black looks black and the blue looks like lighter blue. Fuck off with this shit.

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Any places to learn how to make fancy jewellery (blender)?
Not like "chain tutorial, gem tutorial" but something with a complete product in the end. Pic related..
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>>
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>>464314

If I could model just from looking at reference pic I would, If i do everything by myself it ends up all wonky..

That's why I want a full tutorial to guide me
>>
>>464309
>>464420

What are you doing it for? Second life?

Also I would suggest making the chain pieces, apply them to a figurine and make a physics simulation.
>>
If I use many tutorials to make something I end up with a frankestein mesh, like I joined several pieces of different artists, things look out of place, out of proportion, etc.

>>464433
Mostly for myself... I really like jewellery. Thanks for the tip
>>
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I'm to lazy and stupid to figure out shit myself: the thread.

God dammit OP if you need a full tutorial to hold your hand then you shouldn't be doing 3D.
>>
>>464692
>If I use many tutorials to make something I end up with a frankestein mesh
Only if you're retarded and know nothing about proportion.
If I follow a tutorial on how to make a tire and another one on how to make a wheel, assuming I'm not mentally retarded, I can put the two together with no problem at all.

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critique pls
>is my anatomy correct
>where are my strong/weak points
Pls don't be trollfags if my shit is trash say so
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>>
>>464210
>>464215
all of my fucking keks
haha
>>
>>464077
Ass cheeks should be touching.
>>
>>464561
Not always the case actually.
>>
>>464562
OP hear .....Elaborate
>>
>>464714
no they should be touching. he was making a bendover joke or ass fucking joke or something. You shouldn't get anatomical advice from a 3d forum. 2d artists know all the best resources.

Also anatomy is just a map. You just need to learn art elements. Usually learning anatomy will teach you to build/draw/sculpt/visualize many many things.

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Where do I find reference images online for free?
Specifically I want head images at different angles that are properly aligned. Often times the pictures are taken at different distances or heights and I can't correct them.
1 reply omitted. Click here to view.
>>
>>464330
you draw them
>>
>>464335
not OP but how do you "stop attempting to trace lines"?

I usually try to not go back to the model a lot but I still neet a side view and a front view

do you just model a lot?
>>
>>464704
The more you practice the less reference you will need, but the more tweaking you will have to do to begin with. With enough practice you won't need reference and will need to do less tweaking as you go.
>>
>>464705
so pretty much just keep modeling since you stop looking at the model with increasing practice
>>
>>464330
Porn imagesets often have lots of pictures in good lighting. Often you'll notice groups of images all taken at the same distance/zoom, then they set up again.

Brazzers is good for that, they post lots (hundreds sometimes) of images with each video.

Downside is that it's only pornstars, often with the same facial expression (not much smiling in porn), often from similar angles, as each person poses in a certain way, and that it's... distracting. Those can be positives too.

They are not really free, unless you torrent them.

also mjranum-stock at deviantart has useful references in the style of your pic

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Is anyone here familiar with UDK?

I build this model in Blender. The material of the floor and that of the house are essentially the same, and the problem persists regardless of which material I use.

The problem is, as you can see in the pic, that the house is much darker than the floor. I exported them in the same way from Blender and edited them in the same way:

>lightmaps don't overlap
>padding around lightmaps
>edge smoothing
>same lightmap resolution
>same texture resolution
>diffuse and specular only

Any ideas? Shadow casting is disabled, it's supposed to be.
>>
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Also, here's global illumination turned off. Looks like the floor mesh is immune to it.
>>
did you bake the lightmap?
>>
>>464644
Doezrottt blissen to screee
>>
>>464644
Are the house's normals the right way around?

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Let's get another questions thread going instead of flooding first page with questions.

Anyone know a trick to fake geometry thickness? Mesh on left is essentially what i want, but only the edges need to be thick. Right seems like it could work with a double sided material, but it's also non-manifold and will probably cause issues later.
130 replies and 34 images omitted. Click here to view.
>>
>>464353
I'm willing depending on the idea. But i'm not posting any personal info here.
>>
>>464282
unfold your uv's
>>
>>464355
almost all of it is free online somewhere.
>>
Is Cinema 4d fine for Second Life modelling or should I just learn 3ds Max? I really like Cinema's interface but it seems like it's more for movies.
>>
My only experience in 3D is some 3DS Max stuff a few years ago.

If I wanted to make 3D scenes, with no concern to render time, could I just model things in ZBrush, then apply all the lighting and whatnot, render, and have my image? I can appreciate the value of low poly for games, for example, but if I'm just interested in putting out an image, what would the pitfalls be for that approach?

I'm asking because I want to be able to present designs, and I'd like to reduce the time it takes me to get up and running.

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What is this type of image called? I googled "character modeling reference images" and I got a bunch like these. Is there a specific image name for these? Vitruvian man type deal?

Also, more character reference images. I'm just learning how to model in 3ds Max from reference, so the less complex, the better, at least for now.
4 replies omitted. Click here to view.
>>
>>464611
OP here, this was just one of the ones I found. There were loads of better ones, I just grabbed this one.
>>
they're referred to as orthos or turnarounds
>>
>>464597
That 45º shot in the middle is completely useless.
>>
>>464597

I heard them called them character turnarounds, reference cards or modelling sheets.

The one you posted sucks though, so I wouldn't use that as a good example.
>>
>>464597
common search terms include "character model", "character model sheet", "character sheet", "reference sheet", "turnaround", and "[those terms] + orthographic"

Just be prepared to tweak the shit out of them to actually make them line up properly, the more time you spend preparing your reference image the better the result you'll get

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Does anyone know of any torrents that WORK! for element 3d V2 ???
>>
>>464496
Here's a bit of advice my grandfather gave me on his deathbed, and it's stuck with me forever:
If it's not on cgpeers, it doesn't exist
>>
Just keep on eye out on CGPeers/CG Persia

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I have some downtime and would like to conduct an experiment for my own practice.

I will model a scene step by step based off whatever input I get in this thread, in order.

Try to introduce only one element at a time.

Avoid organic things please.
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>>
>>464663
wow thats actually really pretty
>>
After OP gathered all his toys on his table, he places them in a nice big display case with a glass front
>>
>>464198
now 3d print the entire scene
>>
>>464678
If ever the phrase "Don't judge a book by it's cover" was relevant...
>>
>>464198
Newtons cradle needed.

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You know the drill lads
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>>
>>464665
Have you thought of doing DoF in post with a depth mask? I don't know if Keyshot can render depth channels.
>>
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>>464666
My bad, that's what I meant by "diffuse+DOF", it renders a depth pass in a sepparate 32bit exr file. Here's what it looks like (in 8bit jpeg of course).

the depth pass has almost no impact on rendering time, afaik.
>>
>>464499
i really, really don't like the entire bottom half of her body
>>
>>464362

I had four slugs in me. Two of them bourbon, one of them garden, and the other one lead.
>>
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New piece just finished today. Wasn't sure if this was going to turn out, but it ended up looking decent around 80% mark.

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So what's the future of 3DS Max in your opinion, /3/? Everyone I know in the industry seems to say Autodesk will drop it in favor of Maya. Is there even any reason to use it over Maya or C4D?
36 replies omitted. Click here to view.
>>
>>464639
For that ANYTHING should be fine.
>>
>>464691
>single video showing modo renderer might be in use, from 3 years ago

*tips fedora*
>>
>>464696

Bitch please. He proved his point, you got btfo. Just accept it.
>>
>>464697
>btfo

/sp/ pls
>>
>>464651
You described autocad architecture and not max

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Cleaning the junk off my computer today to make space until I can install my new hard drive. Deleting a lot of progressive saves of old files I had worked on, etc. Deleting old programs I never use anymore.

Found Truespace on my computer. WTF? When the hell did I ever install that, and for what reason?

What's the weirdest 3D app hidden away on your computer /3/?
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>>
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>>464506
When you first got into 3D?

I'll have you know, that I am still at the same skill level..
>>
>>464440
>>464459
>>464545

God TrueSPace…my first 3D modeling app (outside of Quiver, a Quake level editor for the classic Mac OS)- worked really hard with version 2 and 4, this was when the PS1/Sega Saturn were new (but the N64 wasn’t even out yet)- but in the end, it was easier to make environments in Quake than it was to use either versions of TS. IDK, eventually I picked up Maya and it somehow made infinitely more sense to me.
>>
I'll dig through my shit when I get home. I had a fetish for broadband and e-hoarding shit, so I go through old stuff from 2006 and find random applications.
>>
>>464488
I fucking started in anim8or like in... 2002 maybe?
>>
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>>464440
>mfw truespace2 was the software which on I learned 3d modeling
>mfw my tears really started to flow
Shit.

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The conch looks off especially the spikes. Any ideas how to improve this?
>>
First take real conchs as its base

https://www.google.com.br/search?q=sea+conch&source=lnms&tbm=isch&sa=X&ei=0iTvVJT7BIiagwSPz4GgBg&ved=0CAcQ_AUoAQ&biw=1366&bih=655

This conch of yours looks like a beehive
>>
Conchs and other shells of that type are formed as a helix, not concentric circles.

Start with a helix and extrude.
>>
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>>464580
Take this as a base

not exactly, but make a hexagon or octagon, extrude, scale and rotate, make another level extrude, scale rotate, until you have the conch base
>>
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>>464580

Do it like this. Start with a helix, then extrude and taper on both ends. Then on the one end flatten every alternate face loop. Then tweak the vertexes to start roughing it out. Copy just enough of the outer loops so you can't see where it ends looking inside the shell and then close the ends.


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