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File: 0.png (2.29 MB, 1080x1920)
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Welcome to /3/ - 3DCG, 4chan's board dedicated to 3D imagery and modeling.

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 down for a useful FAQ and resource links
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This topic may be better suited for /ic/, but I’m more interested in 3dcg and this topic has a lot to do with the AAA games and movies industry. I recently watched a youtube video about the art direction of Star Wars: Episode I - The Phantom Menace (If you’re interested: https://www.youtube.com/watch?v=YR2y8LYQK4g). A lot of cool concept art was shown in the video, and while a lot of the concept artists pulled inspiration from the trends of the time, they also pulled inspiration from many more eclectic sources and had a sense of identity to their artwork. Many games from around that time like Morrowind, the Final Fantasy series, and some of the Zelda games also weren’t afraid to get weird. I guess what confuses me is how the industry went from being so creative to now being a slop machine where everything is made by uncultured people with no aesthetic sensibilities copying the last big thing made by uncultured people with no aesthetic sensibilities. It’s like that thing where people these days end up making really ugly anime because their anime is based on other anime based on other anime instead of anime based on real people’s faces. What happened?
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>>1029886
>What happened?

The internet happened and you got cross pollination amongst everything by people at all skill levels. It used to be that that which reached you was part of the 'mono culture' that was curated as only highly refined things ever saw widespread and ongoing distribution to the point of growin memorable to the mass culture. Now everyone's attention is split between a thousand things and fleeting impressions that even if you see something that should be memorable it passes in a blur because you won't stop to consider it til it has time to grow a part of your mental vocabulary.

But even back then ~everything was derivative including the sort of thing you talk about.
Open old issues of 'Metal Hurlant' or 'Heavy Metal' as the magazine was known in the US and you'll find ~98% of anything pop culture originated there.
The people doing that type of 'Advant-Garde' art is always around but you won't find them unless you specifically make a deliberate effort to seek them out now days.

Also Avant-garde isn't as interesting as one may think, those big screen Hollywood adaptations of concepts that originate from places like 'Metal Hurlant' was often vastly superior to the source. Refinement and excellent execution of a concept is more enduring than novelty for novelties sake.
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>>1029886
if a corpo makes it it's slop. the work you crave is being made by mentally ill independent artists for passion projects that will never release
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>>1029886
>what confuses me is how the industry went from being so creative to now being a slop machine
They fired the creative people because they offended women
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>>1029899
how come /ic/ can only recommend the same three retards that exclusively draw titties instead of guys like him?
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>>1029886
I think there's 2 answers to this
1) Risk minimisation. There's so much money going into games and movies they want to hit the broadest demographics possible, that means not offending anyone and making the output as bland and tolerable as possible. Morrowind was lucky, there has been a handful of (rpg but the world is weird) and they all bombed. The tragedy is that even indies don't escape because they don't want to fail and all ape other successful artstyles broadly.

2) A lot of people have no talent but are credentialed. Weird phenomenon where people reach positions of influence but aren't actually talented and as such externalise their decision making because they don't have confidence. I think this is why every modern car looks like arse. In the past you had some guy design a car, now you have a team of marketters that are looking for some abstract external validation on their decision making.

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Alright I need you to convince me to not buy this thing because I’m about to. I have had zero interest in it and the extraction genre other than Helldivers but I’m on vacation for the next few weeks and other than the gym and a trip I have planned I want a new game to play. Is it just filled with sweatys at this point or can a casual gamer like myself get some type of fun out of it? I’d prefer if it were half off but whatever
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>>1030006
Where are you in vacation?
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This is now an anime titsbthread.
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get darktide instead

From Solidworks and Visualize
Saw someone's design on GrabCAD and remade it, so not a true original, but the mechanism would actually work.
Can you give me some feedback?
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.
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How do I do asymmetrical anime eye highlights in blender? The highlights are seperate objects that float in front of the iris.
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How is freecad?
What does it do better than blender if it has anything or are blender and freecad?
Main differences better blender and freecad?
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was about to get a subscription to textures.com, made an account and it says not to stockpile textures ie download them all in an attempt to have them all saved locally
that's exactly what I intended to do, since it's far easier for me to organize it all myself and optimize it for my workflow
is there any actual risk of them noticing this shit or what? if I'm paying them I want the files, they can fuck off
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are ya winnin son
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Could anyone recommend a tutorial on posing characters in Blender? I posed a character before, but it took me a while and involved a lot of trial and error. Are there any recommended methods or tips that could make the task easier?

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This is my current skill as of July 2.

Small improvements over time, makes me closer to making fappable 3D anime girls.
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>>1030031
I'll matepress your fat colombian ass with my 21cm BWC and have my balls make it jiggle with each slap against that brown oily skin

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Previous thread : >>1019271

Discuss and post anime styles in 3d. From figures to celshaded models, etc.
Recommend Youtube Channel :
https://www.youtube.com/@user-sy9do4tr4h
https://www.youtube.com/@yuucg5187
https://www.youtube.com/@mmcganimetic
https://www.youtube.com/@fusako3d
https://www.youtube.com/@sulbi03
https://www.youtube.com/@Neogools_3D_Trainning
https://www.youtube.com/@Uzuki_Riha
https://www.youtube.com/@chichaart
https://www.youtube.com/@MrZingyGuy
https://www.youtube.com/@pachiko_blender
https://www.youtube.com/@ShionMgr

Comment too long. Click here to view the full text.
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>>1029121
Adjusted her face a bit, made the staff and detailed part of the hair, it's getting there

>>1029271
Sorry anon, I don't have a blog

>>1029603
Thanks! I started out by following Sakaki Kaoru's videos on youtube, and since then I've been practicing a lot using references I find on twitter
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>>1029954
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I cant find the model that did this effect so sorry for the shitty example, but how can I recreate the shadow on the nose? I remember seeing a model that had so that it would automatically switch sides depending on the angle your viewing it from, but it also remained static when facing front to one side; so I dont think it was a inverted hull or normal editing trick as it would appear on both sides if facing from the front. any ideas?
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3d AI art is actually getting good....
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>>1029964
NTA but do those mesh generation AI models actually make the geometry itself "carry" the features, or does it cheat by just slapping the source picture's lighting describing the features as an image texture or as vertex colors? If it's the latter then any such result for faces is vastly less impressive even if they look like the reference at a glance. The actually hard part about 3d likenesses is actually making the raw geometry accurate enough to be recognizable.

It's like that ancient 3d face generator that IIRC was used by some morrowind modders to make faces (found it, it's FaceGen), which just had a generic head mesh that was modified for large scale feature approximation, and then had the reference images processed and slapped onto the mesh. I mean the result "looked" like the reference, but so does a plane with the reference just pasted on it.
>>
>tool does thing
>UMH, ACHTYALLY,IT'S NOT "ART" UHM HELLO???
it's /ic/all over again
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>>1029974
it's just AI guessing where the points should be. that's it. it's definitely not facegen. you could probably make it be more accurate feeding it more rawish scans but atm it's not good enough.

the textures wit hthese are never usable unless stylized.
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>>1028987
Gen AI never scared me because I don't think someone who knows how to make 3d models is going to lose to someone who doesn't know how to make 3d models and is relying on AI. The AI "artist" can only trust whatever hallucinations the AI makes for them, but at worst, the actual artist can see AI's mistakes and improve them.

I think a real 3d artist who uses AI will have great advantages in the 3d field, but they'll still be comparable to conventional 3d artists, and the only one who'll lose are AI bros/tech bros. So really, I don't think we have anything to worry about in the grand scheme.
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>>1030001
I mean won't that devalue it all though? say a senior artist can shit out a lot of assets at the rate of an indian outsource workforace of 10-20 then wtf are we doing hiring 10 westerners that all want 100k because it's cali.

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How was this game able to mog HL2 and Doom3 simultaneously?

https://www.youtube.com/watch?v=rVpwNGUBzwQ
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>>1030027
As in 3D techniques, I forgot to mention. Why did it look so good for it's time?
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>>1030028
You'll have to as /v/ or /g/ because 3dcg is not a programming board as per the OT

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this will probably make 3d artists cry
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you're putting way too much effort into garbage because it isn't AI
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lol

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I have this problem of wanting the iris to be a flat image projected onto a 3D mesh of an eyeball, but also, that loses the 'bowl' like effect of how an iris catches light.

At the moment, I have the vectors of the normal flipped along an axis decided by the bone that controls the eyeball: E.g., the "forward" direction of the iris is preserved, but down becomes up, and left becomes right.

This works to create the bowl effect, but it has a requirement: Each eye must have its own material, individually connected to each eye bone of each armature. Effectively speaking, it cannot be scaled up without loads of work.

How does Blender actually handle normals when geometry moves? Ideally I could bake the flipped iris, but when the eyeball moves, it doesn't preserve it. Only by rotating the geometry normals along the eye bone axis does it correctly work. Has anyone else dealt with something like this?
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>>1029994
Nah, that setup isn't quite right, you're plugging the output of the "Mix" node where you're blending the actual flipped normal with the unmodified one. You need to connect the mix node to the "Normal" input of the "Diffuse BSDF" node directly and bake from that.

The "Normal Map" node expects a tangent space normal map (the "lavender" texture), not the actual normal you want your geometry to have.
Basically just remove the top "Normal Map" node and connect the "Mix" node directly to "Normal", and try baking again.
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Just color the Iris texture. Are you animating the fantastic voyage? How many pixels high will your irses be on screen at any given time?
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>>1029995
>>1029997
AAAAAAAAAAAAAAAAAAAA IT FUCKING WORKS AAAAAAAAAAAAAAAAAAAAAAA
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>>1030007
Nice, way to go!
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>>1029999
I don't want to be too vitriolic anon, but this attitude you have is so common, and so stupid

>why not just paint the color on? Surely you won't be using too many pixels

What if I want to do multiple shots?
What if the scenes are different and thus have different lighting?
What if I'm making an actually large image?

I am a degenerate gooner, but the amount of trash I find online is mind-boggling. Sketchfab is a nightmare of frankenstein rigs, broken shapekeys, texture ripping, etc. Youtube tutorials are dominated by people who have no clue what they're doing, yet they learned how to speak with strong language and ooze confidence. The actually good tutorials are impossible to find, and I lucked out by finding anons here. Idc if you judge me, I had to go to reddit; they were no help. Blender forums, no help. I cannot believe random anons helped me finally get this. The youtube tutorials are dominated by obvious porn brains, and while I cannot judge my fellow coombrains, they are terrible, but the algorithm pushes their trash content to the top, because it's softcore porn and everyone's clicking on it.

I don't want to make trash that gooners will fap to because their standards are so low. Yes I'm making goonbait, but I want the eyes to work, I want them to work in multiple scenes with different lighting, I want them to not suck my memory and make my computer slow to a crawl, and if someone sees my content and doesn't care to goon to it, I WANT them to SAY, "Wow, that's an excellent model, look at how beautiful and deep her eyes are, how her skin glows, how she's posing". I want to blow people away.

So uhh no, I'm not going with a half-assed solution from a faggot who doesn't actually know how to do anything

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Right now I'm just using the trackpad on my laptop since I'm just starting out, but I'm planning on buying a mouse soon. It's a MacBook trackpad so it's one of the better trackpads, but it gets tiring after a while.

What mice would you recommend? Would you also recommend stuff like Trackballs and Wacom tablets? My usecase is mostly for VFX but I also make 3D models in Blender.
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>>1029670
I use a tablet because wrist injured
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>>1029763
holy shit why did I never think of this
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>>1029670
I like the magic mouse, it lets me rotate my camera view with just my finger.
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>>1029670
My feet stink from sitting and 3d modeling all day. anyone want to smell them?
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>>1029998
imagine the footjob

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For fellow anons interested in this stuff, ArcSys have collated all their presentations (in Japanese) on achieving their unique character style including skinning, rigging and rendering on this central “Academy” page.

https://www.arcsystemworks.jp/academy/
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>>1029777
In Blender shape keys trigger a normal recalculation from scratch that currently can't be deactivated. Might change in the future, since subdiv used to do the same and now you can choose to preserve custom normals
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I don't understand the multipass shader part of their arc sys academy videos I'm not sure if its auto translated subs but I'm confused why its a necessary step?
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>>1029797
Which specific video?
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>>1029801
Unpacking my BWC
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>>1029801
https://www.youtube.com/watch?v=AZ_9ifeR518

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how can i make this in 3d? i'm suppose to join a cylinder to an hexagon and vice versa, but how? this is driving me crazy
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>>1030009
it sucks, chud. where are the arched edges?
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Got onto my PC and made it in 5 minutes with NURBS
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>>1030013
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>>1030014
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>>1030009
Looks good btw but you need to boolean the two parts together and these edges yeah

Vintage and OC is welcome

Previous thread: >>1021812
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>>1026280
OC b/c I <3 U.
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https://www.youtube.com/watch?v=r-UNbOdMo-U
Massive 'jak potential out of this one
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an anon posted this on /wg/ a year or more ago iirc
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flandance
https://www.youtube.com/watch?v=gvH9ko4skUw
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>>1029508
babbys first bryce render


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