[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Search] [Home]
Settings Home
/3/ - 3DCG

4chan Pass users can bypass this verification. [Learn More] [Login]
  • Please read the Rules and FAQ before posting.

05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
06/20/16New 4chan Banner Contest with a chance to win a 4chan Pass! See the contest page for details.
[Hide] [Show All]

[Catalog] [Archive]

File: 0.png (2.29 MB, 1080x1920)
2.29 MB
2.29 MB PNG
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
59 replies and 57 images omitted. Click here to view.
Click here to open this thread.

What are the best tutorials that will teach me how to make textures with Substance Designer?
4 replies and 1 image omitted. Click here to view.
post work, shithead
kek no
just gonna say it was for one of the big companies you saw at E3
If you work for Naughty Dog then I'll kill you in your sleep.
File: 564134364.jpg (50 KB, 729x654)
50 KB
joke's on you, people at Naughty Dog don't fucking sleep
>I feel like the ones on the official youtube page are the best ones

Fuck no.

Wes is great at conveying information and and teaching everything technical but not the art side. His texture work is very mediocre.


Look into the tutorials and breakdowns from Josh Lynch and Daniel Thiger.

File: 3d 2d anime.png (892 KB, 1920x1080)
892 KB
892 KB PNG
So I'm curently working on this.


Any advice or thoughts?
7 replies and 2 images omitted. Click here to view.
This looks nicer, I think OP would also benefit from holding poses and using limited animation techniques (moving only certain parts of the character while others are held). Even if OP chooses to render at higher frame rates, I think it'll still benefit him because when you have too many pointless small motions, it all looks floaty and dead.
OP here

I legit didn't know this, I'm gonna make more research on this topic, I really appreciate this feedback
File: 1486772943980.jpg (312 KB, 1000x1297)
312 KB
312 KB JPG
does any1 got any videos for zbrush process or speedart?
Does the nose have split vertices, OP?

Its not about low fps, but you need to change the interpolation. It needs to be stair step. On top of that, anime characters mainly stil

File: Xo7g2.png (425 KB, 1920x1080)
425 KB
425 KB PNG
What are you working on?
What do you need help with?
What are you looking forward to most in 2.8?
What are your favorite addons?
203 replies and 45 images omitted. Click here to view.
File: blenderashit.jpg (38 KB, 702x318)
38 KB
I can't understand why the hell the background is always black and refuses to change. If I were to change the color, the scene would tint to that color but the background would still be black.
Nvm I'm a retard, forgot to add the background node between them.
File: render-2M.webm (2.29 MB, 960x800)
2.29 MB
2.29 MB WEBM
i've spent all day on this. i'm not really sure what it's meant to be or where i'm going with it. any ideas?
2.8 is just a beta, you retard. Save all the time.
Not even a beta, it's an alpha. Not for use in production.

File: WIP.jpg (1.96 MB, 4000x2410)
1.96 MB
1.96 MB JPG
just. how lazy are you guys?! I'm opening this thread for a year already... and I always take a week or so. (somebody opened it two threads back tho.)

also, I'm not in a mood to compile all our WIPs in WIP pic,.. it kinda takes an hour ))
but I compiled this )
214 replies and 101 images omitted. Click here to view.
Ah... thanks, I guess? Banish such thoughts, anon.
>if it allows you to output an ObjectSpace normal map, you can convert that with HandPlane to a tangent space normal
I know some of these words.
I just did the baking in Substance Painter, with no special settings. It has always worked nicely for organic stuff, but fucked flat planes on my gun real hard.
See: https://sketchfab.com/models/639e23220e3e4f7a83daeb44a37e758a
That looks like a problem on the low poly to me although it's pretty hard to see because you have gone absolutely nuts with all the post-processing effects.

Anyway - make sure your low poly is all on one smoothing group. If exporting an .obj, make sure you're exporting norms and smoothing groups. If you're using FBX, make sure tangents and binormals is on, and smoothing groups.

If you still can't get it to look right:

1. bake just an object space normal map and export it.
2. download handplane baker (free) - you only need to use the legacy baker.
3. Tell it where to find your low-poly mesh, and object space normals
4. Pick tangent space normal as the output type
5. Hit render, it converts the obj normal map into tangent space without all the bruising from your low poly. Use that in Substance and it should work. Bake all your other maps in substance as usual.
File: Untitled_1.1.1.jpg (257 KB, 1920x1080)
257 KB
257 KB JPG
Nothing creative, just a byproduct of learning how to reduce render times with Mantra. I mean, what the heck, why should this render go to waste?
btw I think in Substance it's not called 'object space normals' it's called 'world space normals' - but it works exactly the same.

File: wind waker.jpg (94 KB, 1024x576)
94 KB
Anybody know how to make a toon style ocean in blender like in wind waker?
or any toon style graphics whatsoever, such as smoke, waves, wind, sea foam?
all help is appreciated
im pretty much trying to make a wind waker style world and ive seen so many people do it in unreal and was wondering if there was any way to do it in blender for animation purposes strictly
25 replies and 4 images omitted. Click here to view.
It's just an animated noise shader.
done with standard modifiers in 3ds
Tbh I don't expect anyone here to help anyone at all.
This is a walkthrough of recreating it in Threejs, but same idea in blender probably.

Make an unlit material. Multiply the texture offset with time. Use a particle emitter to emit those foams. Use mesh animation for waves.

Are there any programs out that will let me do this?
15 replies and 3 images omitted. Click here to view.
ffmpeg and tensorflow
Not that exact system, as far as I know. Deepfakes are kind of similar though.
Deepfakes swap the face with another one. This just changes the expressions.
How do you do that in Blender?
I very seldom see any tutorials or info at all on compositing in Blender.
Check out these guys:

File: daily donut.png (774 KB, 1224x826)
774 KB
774 KB PNG
im learning blender and i just made my very first donut.
208 replies and 61 images omitted. Click here to view.
Yeah they are
They're all British cast-offs. Criminals and other undesirables that we didn't want.
I love this board

Used Blender's camera tracking to composite a Tyrannosaurus attacking those people. C&C welcome.
4 replies omitted. Click here to view.
It's good, but the doughnut jumps really unnaturally
Do you have the original empty plate? I want to try something.
Donut needs to squash down before it jumps.
I'm confused, why is everybody talking about donuts?
Blender was solely conceived on the base of making perfect 3D pastries

File: HarryHoudini1899.jpg (300 KB, 646x1093)
300 KB
300 KB JPG
You need to learn to filter noise in this field. There are far too many softwares and all of them are extensive so you can't afford to waste time. I'm here to help you out.

Rule # 1: Don't start with character modeling as you will not have anything to show for possibly years. Be smart and do only environments, objects and stuff. NO CHARACTER MODELING OR YOU WILL QUIT BEFORE YOU EVEN START. Do it a year or two from now.

Learn Houdini for some sick modeling and it doesn't have to be procedural yo, it just has more options. Like the simple bevel tool can make entire exterior structures for you. You don't need to even touch the particle stuff and you focus only on the modeling aspect of it. It's not hard at all, you need to master maybe 15-20 buttons and you can be a god mode 3d modeler and have full control and even change stuff as you like. The nodes will give you power.



Learn Zbrush to model those hard finer details. Seriously use the zmodeler to rough out the shape and turn on mirroring on x,y or z and just make random details.They look nice even if they are shit. In Zbrush you must make your own UI, watch the videos and learn to redo the UI and use only whats necessary.

Learn substance Painter . Also download substance designer and watch a few tutorials and honestly you are good togo, there isn't that much to learn.

Comment too long. Click here to view the full text.
40 replies and 6 images omitted. Click here to view.

yes just like it hence why both have the same workflow. For game devs, the unreal engine is also node based(blueprints).
If you are this afraid of hard work and experimentation you are never ever going to be good at anything you attempt in life.
Isn't that kind of OP's point, though?
Some folks can't sit and perfect something they won't get paid for
If the goal is to get into 3d asap and get immediate results(job) this one looks like a good path
u dumbass, I never said don't even try character modeling. I said, dont start with it, as you lack the "experience and feeling comfortable around 3d yet"

also mate life is long and all the knowledge you learn will be used to make character if you choose to go that route. No need to set yourself up for failure considering the high entry ceiling in characters compared to environments and such.

File: Stone 4chan.png (1.82 MB, 1920x1080)
1.82 MB
1.82 MB PNG
This is the first time I have created a hand painted texture from scratch.I would love some feedback.
8 replies omitted. Click here to view.
Does this have spec/gloss maps? Giving each face a different value would make it look more jagged.
natural rocks tend to form in the shape of layers. As these layers erode they do not form "wear marks" as seen on typical renderings of firearms, but they chip away at the surface, breaking off and exposing other layers.

Almost every rock has a "grain structure"--which we can simply define as an obvious pattern of semi-parallel lines. This grain structure is exposed through the aforementioned erosion and is what you should be focusing on when modeling wear and tear on rocks.

River rocks are different.

I suggest you create photogrammetry assets of real rocks and try to reproduce them in a sculpting application. Think of it as studying anatomy.
File: 1486261039270.jpg (99 KB, 314x262)
99 KB
>edge wear on all the actual topology edges
There is next to no reason for you not to have a highpoly/sculpt for handpainted, stylized assets.

Big studios working with stylized like Blizzard sculpt/HP model their assets nowadays. It's a much easier workflow as you can draw some lighting and curvature information from your normal map after you bake, and use it to start your textures.

While there are some people that are capable of painting directly onto their lowpolys, it's an extremely difficult technique to master without any art experience, and is a futile waste of time for any beginner.

Here's a tutorial which explains the technique.

File: file.png (1.12 MB, 1109x719)
1.12 MB
1.12 MB PNG
This is real but it looks like a render, any ideas why?
5 replies omitted. Click here to view.
>this is your brain on /3/

Where's that shot from? It's creepy as fuck
Isn't that from some crappy E3 show?
Are you sure its not?

The hand grabbing the head looks way too smooth to be legit.
This has to be bait at this point. You're either just plain retarded or bored as fuck and trying to stir the pot.

File: dog low poly.jpg (675 KB, 1920x1080)
675 KB
675 KB JPG
Low poly thread.

162 replies and 92 images omitted. Click here to view.
File: bOGfHrz.gif (3.49 MB, 670x290)
3.49 MB
3.49 MB GIF
File: untitled.png (425 KB, 1920x1920)
425 KB
425 KB PNG
I tried.
File: faggot.jpg (48 KB, 909x793)
48 KB
I fucking know right? I've been trying to figure this out for days. I literally refuse to do anything other than this because otherwise the compression won't be legit. I want every object's textures to not exceed 256x256.
I can't get a low poly model of numerous objects to unwrap like that. I'll probably just make separate UV maps and their total resolution put together doesn't exceed 256x256.
File: cat.gif (183 KB, 960x540)
183 KB
183 KB GIF
I made this cat on a tree stump
File: hocn6eq66m5g.gif (692 KB, 640x360)
692 KB
692 KB GIF

Why do people hate blender here? Should I get a student license for maya if I wanna work with 3D in the future? I am using blender as a hobby right now.
55 replies omitted. Click here to view.
>for autist to dick around on for 3 years
>for poorfags who should have bigger concerns than stealing 3D software
File: 555.jpg (12 KB, 211x239)
12 KB
Opposite desu. blender was far better in the beginning.
Now THIS is contrarianism at its finest.
>open blender
>try to do something
>error message
>close blender

File: Ik0knN.gif (1.08 MB, 600x338)
1.08 MB
1.08 MB GIF
>le industrial standard
>cant paint over normal seams

Is substance painter an overrated software?
20 replies and 3 images omitted. Click here to view.

Mari is a VFX tool, it's never used in any other industry for good reason.
Just learning Substance and I had issues with this too, I thought that a big point of this shit was to not worry about the fucking seams too much.
You need to use triplanar projection, you complete retard.
Octree painting is probably what you want if you need to completely remove seams
File: 1518826971886.jpg (17 KB, 319x268)
17 KB

Delete Post: [File Only] Style:
[1] [2] [3] [4] [5] [6] [7] [8] [9] [10]
[1] [2] [3] [4] [5] [6] [7] [8] [9] [10]
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.