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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
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,
-Softimage XSI
-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.
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sup fagu/3/ttes

is there any software that lets me make characters like it is done in some games using sliders and stuff?

with a little research i found these softwares
>mixamo fuse

Which one of these is best for character creation?

I actually meed to make normal humans like average people not like super models and guys with 24pack abs. middle aged fat guy is what i need to make at the moment that i can put in a REAL photo. doesnt need to be of great quality but should look like a human in a real setting.

Comment too long. Click here to view the full text.
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Try reading the UI... It's Mixamo.
Does not make "game characters". It just makes a base mesh for editing.
What are iclone, poser and daz3d for?
It's mainly for making cringe tier pornography in private. Some do it public too though. Allegedly people use it for drawing reference too, but that is just a rumor. Never encountered a real artist whom admitted to use it.
I am not a real artist but i like the idea of character creation and making clips using said characters. So good for me :)

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Greetings /3/.

I want to know if there is a live chat this board use as Skype/Discord where people discuss/ask/post their work.

If there is no active then I would love to host one at Skype. Feel free to add me at skype - Rencornat, I hope we would keep it troll free. no requirements to enter, just add me and ask to add to /3/ chat.

BTW I host skype chat for /IC/ with 40+ ppl if you are interested.

See you.
I've joined, so here's a bump.

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i want to make some grass
tell me your opinions

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what's the difference between male and female looking face?
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remember the good old days when there wasn't?
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forgot america
>sweden is a loli

No, I'm a newfag. Only been around here a year or two.

They don't bother me, though. It's the pointless dubs threads and religion bait threads that annoy me.


They need another one of these, but with full nudes. Breast and body shape seem to differ regionally as well.
It's true. Our womyn looks like ~10 years younger than those from abroad.

Like you watch some US talk show and there's this 30-something female talking the host about how her baby daddy got shot by her second baby daddy
and they're still having their third baby daddy together from inside prison, and the host goes "...but you are still just 12 years old Taisha?" and girl is like "uuuhmmm..."

*cough* This includes the base figure who works in either program

inb4 not real CG, awful poser porn, get out faggot

If you're lacking any of the pieces in this package I'd make an account and grab these, torrents only cover about a third of the content in this. It's about 530Mb and the offer will probably disappear in a day or so.

Also you are not forced to use their install manager for retards if you're paranoid.

Me, I'm only interested in making sellable products for this and other figures and figured someone else might be too. I already have most of this shit.
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Looks realistic af.. How did you make it?
>I'm looking forward to a demonstration of your superior modeling skills

Didn't realize I needed to post any credentials to shitpost in a DAZ/poser thread.
Here's what on my screen as I'm reading this, I'm tweaking this lowpoly basehead for a game.

>and don't just animate ripped Elizabeth porns in SFM.

Why would anyone make guro of some poor girl being torn apart in atomic force microscopy?
I mean why would anyone make guro at all, but if you are a gorefreak you wouldn't even be able to tell what you where looking on zoomed in that far.
> ear has no discernible anatomy, earlobe curves like a caricature, face is a mishmash of facial types

Lecture less.
thats just a reference photo search Emily Rudd
>Lecture less you lobe noobing piece of dried up dog shit.

Oooh, you picked up that gauntlet and threw it right back in my face. I'm looking forward to a demonstration of your superior modeling skills.
Provided you have any that is, and don't just build the poser waifuck to slam your DAZ up her V or any other things of equally disproportional unworthyness.
It's time to put your art where your mouth is - cocks on the table ruler out!

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>>498957 reached bump
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I sculpted a brain awhile ago and I found that of I drew in the dips it looked lumpy. What looked better was drawing in the rises. Yours looks like how mine first did.
frontal lobe you fegit.

And yeah I have a complaint. Don't render subtitles and scale them up. You should be rendering subtitles as close as possible to the current resolution.
Are you the guy who made teh observatory environment from FF7 about a year back?
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Is Houdini a good idea to start with this whole 3D thing ?
And what are your general thoughts about it ?
It seems so much better than the other ones.
1 reply omitted. Click here to view.
For hero characters? No
For environments and procedural modelling of said things? Yes.
Depends what you want to do, but you'll probably be better starting with another general 3D package to get the basics of the medium down
Maya is really the best package these days to get into 3D. The workflows are simple, the UI is easy to use and organized now, and it's the best all-around package now. It also has a shit tonne of learning resources for it.
You mean too high level for noobs and too low level for profs
Houdini is great!
Maya is the Britney Spears of 3d imho.
Just because its the most popular, doesn't mean its the best.
Houdini can do most of what all the other can, but it does it in a non destructive way.
Your time will not be wasted learning it.
But just like Britney made more money than most real musicians, you are more likely to find a job in this mainstream piece of maya.

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What do most of you do for your jobs?
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i wrote a lengthy response to this but my browser crashed and im not gonna rewrite it. in short: uni is not necessary and in the UK at least, the experience is not worth the cost. but of course if ur young, living some place sucky, uni will seem desirable compared to say working at lidl. also, uni features like-minded people, and provides connections.

to answer OP's question, im:
unemployed, graduate of animation from fairly reputable London uni, living with my parents, 23 years old, alcoholic/chronic stoner. i say unemployed i actually buy and sell a tonne of stuff on ebay. i'll probably be working at waterstones, wetherspoons or cash converters pretty soon.
i'd like to ask peoples opinions on getting a fulltime job at one of these places, moving into my own place, and pursuing a career in 3d modelling in my spare time. i say pursue but ive already got a decent knowledge in maya, aftereffects, photoshop. its just i dont think im up to an acceptable standard to enter the industry right now. i would like to spent alot of time over the next 6months teaching myself, and really building on my portfolio. theres a good foundation there, and ive done some 2d animation freelance work this year.
im hoping ive got the energy to do it and kick old habits.
what does /3/ think? my number 1 concern is whether i can discipline myself to do it every night. i taught myself Maya and 3dsmax till i could rig & model fairly confidently.

also, is it fun being a 3d modeller for a living working at a big studio, or being full time freelance 3d model maker?
please dont be too pessimistic in your answers.
Uh, no.
Hey, sorry for delayed reply, I have been busy with some stuff.. Great to see a doctor here.. what is your specialization? where are you from? what programs do you use for animation?
>programming in C#
>make tons of money but its not fun
>i just want to do 3D

What do you program?

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Hello my friends.

Whats the hardest stuff you find in 3D modeling?
And why?

For me its the hands and foot... using Dynamesh in ZBrush to model a hand/feet its soo damn hard. You need to move things, inflate, and see proportion, and then move more, and inflate to get to the shape, and when youre going to see the result, its like a fuking alien raptor hand instead of human hand....
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You never even asked him if you could use it
>looks at bandcamp page
>russian writing

Yup, that explains this ignorant behavior.

I do not have a website for my models yet, and this hand image i do not own it, i just googled "3D scan hand" to find a image related to this post XD
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Speaking of hands, I've been trying to model a low poly one all day long. I can't for the life of me figure out the topology of the thumb's base area. All the tutorials I've found are either high poly or they grow the thumb from the side and leave it there, like someone had his hand caught in a press. I've been looking at low poly videogame models but I can't figure out the logic behind the topology. Dammit, it's driving me crazy.
I'm trying to make a basemesh with a PS2 kind of level of detail. Thoughts/advice? Disregard the rest of the hand.
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Well, i never did a hand using only Maya, for example. Im still learning the 3D, and what i learned to do was this,

First do the base mesh of a hand in zbrush, wihout details. Then import it to a poligonal software (Maya) and to the retopology there.

After the retopology, send it back to zbrush and do all of the details.

The picture here is how the topology should looks like, not exacly the same as the picture but, you know..

The loops. Thats what is all about, i think.

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A question for the blender people

I wanted to fix some stuff in my mesh so deleted a smaller part of it and now I want to fill that hole again.
The thing is, I was pretty much done with the whole model with textures, UVs and all.

I thought deleting some faces and filling the hole wouldn't be a bigger problem but apparently it isn't as easy as I thought.

Do I really have to do the whole UV AGAIN just for a handful of changed polygons?
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Has this thread become some kind of /3/ micro meme or is it really the same guy?
It's really just me.

I'm about 75% of the bumps, occasionally others pitch in to help me on my journey. Thanks for the bump BTW


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>make helmet model in maya
>black, shiny spots appear on certain parts
>applying new materials does absolutely nothing except change the specularity
>reversing normals does nothing
>may have fucked something up in the hypershader
How do I just give it a normal shader? I only do modelling, I don't know what the fuck I'm doing when it comes to the hypershader...
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I did read the filename, retard.
Your shitty >inb4s aren't going to stop me from pointing out that your topology is fucking shit.
I really couldn't care less. Do you have anything else to contribute?
How about you try what I mentioned instead of getting butthurt over the obvious, faggot?
No. Now fuck off.

This worked.
Mind uploading the fucked up scene file so we can see what had gone wrong, that way we can perhaps tell you what to avoid doing in the future to prevent that from happening.

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Tell me about 3-Sweep
Can be obtained?
I don't think it's really "out" yet, if it ever will be.
It's one of those things where the concept is neat, but its practical use is very limited and thus there isn't much desire to drive development of it.
It was just SIGGRAPH wankery.
Every year they produce amazing shit, but that isn't to say that all of it is valuable.

This is pretty worthless. A CAD suite wouldn't be copying existing images, it wouldn't be worth the effort to integrate something into an artist's modeling package that they would probably never use.

What about Gnomon, /3/?
I got the money.
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Gmomon loves employers too
Before you even consider going to gnomon you need to study on your own for a good 3-4 years, at least 15 hours a week.
Wait what are you suggesting?
im guessing he isnt going in blind and has a portfoilio.
let us see what you have, we might be able to let you know if its even worth applying
im actually planning on going to gnomon after i graduate from my shitty community college, gonna have to move across the country but from what i hear gnomon is the best choice for schooling. if their website is correct 94% of graduates find a job and if A.S.S is correct only 3% of graduates cant pay thair loans on time.
also the tution is pretty good for a school that good. only 24k a year compared to other much shittyer privet schools and goverment schools that start at like 55k

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Uh, never heard of vray before, I'll look into it. Thanks!
Don't listen to >>502990
He simply isn't aware of mentalray's capabilities... Mentalray has all the features of Vray and more. It's one of the oldest and longest developed ray-tracers around. You're just not using a proper lighting setup, this is an issue regardless of the renderer, wouldn't change just by using Vray.

You need to turn on Final Gathering in the rendering settings. You need to use Area Lights. And perhaps even create Image Based Lighting using the button in the render settings (you'll plug a downloaded HDRi image into it, get a nice outdoor one.).

There's a lot more than that involved with getting a great lighting setup and tweaking rendering settings... but that is the bare essentials to get something halfway decent in a biased renderer.
Oh, don't worry, I know how to set up a proper lighting setup, I was just lazy for this render. I haven't even finished the texturing yet.

I'll show you the final product, if you want!
looks fine for a nintendo 64 game f.am
oh honey

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