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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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Click here to open this thread.

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Before I get into another failure of a tutorial on Substance Designer, does anybody know of a good tutorial series that goes through the principles of layering, blend modes and such?

The tutorials I've checked out just shows some guy doing a bunch of shit and barely explains anything. Just puts in noise map after noise map, blending them, blurring them, and not explaining the principles.

I'm not interested in making a carbon copy of the tutorial material. I want to make my own.
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>Naughty dog
I rest my case.
>multi billion dollar companies
>you will never ever make a hundredth of the profit that one of these companies make in a year in your entire life
>le contrarian meme to pretend that they don't count because /v/ doesn't like their games
Not all heroes wear capes

>"Yeah, just like, use Photoshop!"
Why do _all_ dunning-kruger (((faggots))) type like this now?

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Are AutoCAD boolean operations "true" 3D features? And to extend this further, how you ever found boolean in 3dsmax useful. I mean do you use it and then re-topo or something?
Noob here.
Is there some quick guide that tells me about what you just wrote?
What's the difference between the two types of 3D?

topological differences. Boolean operations produce a topological mess. I am wondering how people find them useful, except from cases like pic related in my OP.
Maybe they ARE useful and I don't know it. I am just wondering.
one is done procedurally, meaning that an algorithm will determine the best topology for the boolean cuts you are making, as opposed to box modeling where you are in control of your topology and how many verts you use. there is also the way zbrush uses 2.5d that i don't understand well enough but, its still algorithm based

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link to previous one >>575952
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Tell him that, as a professional, you do not wish to work with unlicensed softwares. You can also tell him that, still as a professional, you are aware of a nifty feature of 3dsmax called FUCKING SAVE AS which allows you to save anything to previous version (down to like 2010 or something)
I've already told them to save down as 2015 twice, once even using a fucking image of the option highlighted and they can't seem to give it to me in a format I can use.
yeah i assumed you had told them but still, wow
this + the pirated software offer..... are you sure you wanna work for those people?
Money is money.
Not really a problem with cracked software. What concerns me is their incompetency. Seconding >>583921, see if you can find a decent team

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First post here :)

Hi looking for my next area to study. I am still a student, have 2 years worth of learning experience. I enjoy rigging and coding with Python/Pymel in Maya. I am able to create building generators, bridge generator and rig(and controls) generators. Where else should I learn and go from here?

Also related. Most demoreels I see online involves clean renders without UI. How do I create a demo reel to show my abilities to create a generator with its UI?

Sorry for the long post ><
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Yep this. Most procedural/generative modeling is all done in Houdini now, you will be a lot more employable if you pick it up and it's not that difficult. You'll enjoy it more too, because it's made for this shit and is way more intuitive as a result.

Then once you're comfortable you can move onto doing dynamics stuff if you like, making setups and such for that is one of the most in-demand jobs in the industry.

Thx for the replies^^ Will check houdini out. But as far as my understanding goes, was houdini not a tool for simulation and effects?

Also, in terms of being hired. What is the job name that I should be looking out for? I understand people who do these stuffs are called Technical Directors/TD, but this doesn't seem like a role I can simply achieve right after graduation?
>But as far as my understanding goes, was houdini not a tool for simulation and effects?
It's expanding VERY rapidly, the programmers regularly rip out and replace whole chunks of its code when they feel like it, and at this point you could say that the only thing it can't really do as of yet are traditional modeling techniques. A simpler editing layer is the only thing keeping it from basically becoming the new Maya, but saying it's only good for VFX is a little old-fashioned.
That and much more.
I wish i could see your face the moment you realize what Houdini really is and can do.
Check out this dudes channel:

Job name would be some like 3D Tech artist, i guess?
Not so sure about that.
Is there an entry level job for 3D Tech Artist?

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Hey 3,

Do any of you do technical art jobs in the entertainment/ad industries? I'm starting to learn Python in a Maya context so I can apply for technical animator/artist/director jobs.

I lost my job animating and rigging at a shitty game studio because the boss was a fucking lunatic and thought multiple people were going to give him "a million dollars" for various bullshit nonsense projects, so he couldn't pay us because he didn't get any sensible paying projects. But I guess that experience and my skill aren't enough to get me a job at a real studio now. I would do the rigging without any shortcuts/scripts since I don't know MEL/ Python.

I'll be out of money by the end of the year, so I'm hoping by then I'll know enough to qualify for those jobs, but I'm not sure if that's enough time to really learn. Just wondering what your experience is, how much you need to know to get hired, any advice on learning.

So far I've done a free intro to Python in Maya and got the Udemy Python for Maya artists course which was on sale. I hope to God that's enough because I don't want to work at GameStop.
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sorry to inform you buddo. but pretty much anyone with over 110 IQ make quality posts. you can't pass off as a pro saying stuff like "monkey" or "retard"
you must have 109 IQ, then. How does it feel
Yeah, that's pretty much exactly what I was describing, albeit more succinct.
Yeah, it's sadly more common on places like 4chan because its easier for them to feel superior to the faceless masses.

Ah well, I hope OP has got what he needed from this thread at least
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Thanks, I think I did.

It was also fun to be reminded of industry sociopaths. A coworker told me about this guy he worked with who was constantly an asshole and would say "I think it sucks" and "You're really starting to piss me off" in this weird nasally voice. One time at a Christmas party they had those inflatable sumo suits and got a fun little thing going with them. This guy decides to participate and goes full HAM on the other person. He broke both of the other guy's legs, and that guy to this day walks with a slight limp.

That's the kind of read I got from the one or two nuts in this thread. Just psychotic maniacs who need to make sure everyone is impressed by them.

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Realistically speaking is this the best 3D software overall from the box (so without a billion of plugins installed like Maya or Max) ? it has literally everything, i'd say its the only program that can give Maya a decent battle.
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Maya is not great at modeling. No lattice modifier, no curve to ribbon (except for bonus tools which always take ages to be available), it's slow and it feels heavy as a pair of balls of steel to use.

Modo, Softimage and Blender are way better options for modeling. I'd love to use Modo more but it's rigging and animating tools are ass, and the foundry are evil scumbags.
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>blender is still free
free is always better when it offers the same functionality.

i will however admit that this is literally going to replace maya in 5 years.
>There is no lattice modifier.
I found one.
Your opinion is disregarded.
>i will however admit that this is literally going to replace maya in 5 years.
it wont. Autodesk will just add better particles into Maya and that'll be the literal end of SideFX.

I'm talking about the 3ds max/blender lattice that turns your mesh into a cage. Maya's Lattice is totally different.

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Why do we like Substance Painter again? The UI is horrible...
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Yes I agree. I left blender 3 years ago to use Maya, but now I'm back on Blender and it's way more useable than it used to be, I can actually work without having to take notes for every single thing that I learn. It's still far from perfect but 2.8 will take care of a lot of problems.
Yeah, they are total assholes. Being mean to pirates is one thing, fucking over your customers is another.
"investigation" fees.
Nice try Foundry.
They make an accusation? They have to prove it.
If they charge you, you reject that claim, and demand a proper title they won't get unless a judge sees the proof. At least that's how it works where i live.

I can't wait for Blender (literally), i am back on Maya as my main DCC and learn Houdini so that i can do more complex stuff.
But i am still using Blender and C4d.

polygamy beats monogamy any day.
blessed is he who can choose.

Yeah, the foundry can kiss my shiny balls. I'll only buy Modo if another company ends up owning the software.

About Blender, well I used to be the biggest Blender hater on earth. I was always shitting on the software for being free and "amateurish" but like most haters, I didn't even know why I really hated it. Maybe because of it's community (which I still hate). But the software itself is just amazing. Rigging is a breeze, rigify is great for people who hate rigging, animation is very good too. It's not going to become the industry standard anytime soon but it's a fantastic tool for indies and freelancers.

I tried C4D a couple of times, I really liked it... until I tried importing my model inside Unreal. C4D doesn't export smoothing groups, so I can't use it for game developement, which is a bummer. The modeling aspect of C4D is really interesting, you can model some really cool stuff just with a few clicks in the parameters without even touching the mesh.
Ha, i always knew i hated Blender because of the annoying fanboys. When i watched a couple of HardOps Videos i got hooked and started to learn it. Now I try to keep an neutral position, meaning beating on the haters and fanboys equally.

Blender is an useful tool in my tool-set, shits going to be extra awesome when Eevee fully works.
I am still learning rigging and stuff, i need to get my Maya skills up to date so i'll focus on that in the near future.

I'll never got comfy with Modo, nor with Max. I kinda liked XSI, but never had the chance to learn it really (RIP).

What do you think about Maya 2018 so far? I think it's way more usable than 2017, there are less UI glitches. I'm still waiting for the bonus tools, it's taking forever. I don't understand why they don't add them natively to the software, especially the curve to tube (which every other 3d packages do by default).

Just what the title says. Yep.
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You can already print with silicon. You just need a special hot end and a way to have the machine pour the silicon in the layers required to make the object. I remember reading about a such hot end but don't remember if it's be released yet.
Print a casting mould and fill it with silicon.
i don't think 3d printers can do "smooth" yet.
everything looks like mini minecraft builds.
sanding paper
there is actually a good product out that I use for my prints its XCD or something like that, its pretty much brush on epoxy and it gets rid of like 97% of the print lines so if you used that then silicone mold you'd be golden.

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>Interview for 3D animation job
>Studio is switching to 3DS 2018 for animation (Probably to save money)
>Initially learned 3D on 3DS years ago but quickly switch to Maya and C4D like a big boy
>Fire up 3DS, how bad can it be?
>Garbage ancient UI
>Finally get fucking scene set up
>Rig is inheriting rotations, find out 3DS just "shows inherited values in it's non gimbal rotations".... k I use gimbal anyway
>3DS shits artifacts everywhere and crashes if you delete too many key frames at once
>Animation graph editor controls are god fucking awful archaic babby-Mac tier shit
>Graph editor in general controls like driving a car made of peanut butter

Should I even fucking stomach though this? All it is is animating a car side swiping a trash can, which I could bust out in a few hours in Maya at decent quality.

Why would anyone animate in this horrendous outdated piece of shit? Is there something I'm missing? If I try to simply put the animation graph editor on my second monitor, I better not even change any of my camera view-ports or 3DS can't handle it and with fucking shit the bed and make giant screen artifacts.

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3ds is not c# you muppet

its c++/win32
>not using pyautoconvert for 3ds rigs to maya and back
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yeah.. im a 3dsmaxfag because my main thing is rendering, but i gotta admit that rigging and animation is way more robust and streamlined in maya

No, you are the autist. Softimage was (and is still) years ahead of your old clunky piece of software.

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why are maya and 3ds max so different. Any tips for someone used to inventor and 3ds max trying to learn maya?

Would you browse /ani/ - animation?
Just a board for talking about all forms of animation/animating. No talking about the characters in the show, the plots, nothing but the animation itself.
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Would have thought 2D animation people would stick to /ic/ threads and 3D animation people would stick to /3/ threads since it's part of the respective boards' subjects, but I'm not opposed to the idea. I just think it might end up a little barren and people interested in animation would still post about it on /ic/ or /3/ instead of the proposed dedicated board.

Then again I'm not an animator and I don't know people into animation anymore so I could be wrong. Plus apart from how you make the image, the resulting images themselves follow the same rules between 2D and 3D, squash and stretch and momentum and all.

I'd browse it here and there. I'm not into animating things in 3D, a bit of a heavy task or me atm, but I'd like to see what other people are working on and I'm a sucker for knowledge on things like this.

Good luck with the new board, it'd be nice to have more creative boards.
most anime has pretty bad, barebones animation. especially TV anime, although there will occasionally be a flash of something impressive (sakuga). you need to delve into OVAs and movies if you want to see anything really good. it's probably true that only a minority of anime fans are interested because of the animation itself. many anime are just glorified manga or light novel advertisements anyway.
/3/ has like 10 posts a day
Why slow down the board even more by removing one of the cg aspects?
Why not just make a general?
too niche/specialized a topic for an entire board. I'd browse it and would love to have one, but it would never happen.

/ic/ has a recurring animation thread that does basically what you're proposing, however.
The only reason /3/ doesn't have its own thread is because it always dies when there's an attempt. There are very few animators on this board.
>Why slow down the board even more by removing one of the cg aspects?
>Why not just make a general?
Why not just merge the ideas and add animation to the board topic?

However, I don't see how a board being slow is a bad thing, and it seems so strange to me that we have a specific board for 3D modeling, a specific board for graphic design, a board for papercraft, but not animation.

I really don't know how it hasn't just been made just because yet,

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Absolutely based fucking site, There is tons of shit for literally every program and many of them are courses that go for like $99+. For free. You can get even obscure shit(for most hobbyst) for programs like 3Dequalizer or Vue, maybe i sound like a shill but holy fuck this is good
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I hope you guys plan to pay for all the pirated software and courses once you're big time Hollywood stars, snorting cock and bruising hoes.
>big time Hollywood stars
I wish, but I realized I can't get famous as a pleb 3D artist. :/
No, if you work you never pay for your tools, the studio does.

Piracy is the only way to even learn these tools for most people. Do you think all these Chinese and Indian slave modellers use licensed software?

The developers don't even give a shit. They know very well that everyone is pirating their stuff. They only care about the licenses from big studios, because that's where they make the big money. In a sense, piracy is good for them because the newly aspiring artists will some day work in the industry and thus generate more big license money for them.

So go and Jack Sparrow that shit!

What's even worse is that if you do license the software, and then later stop paying for the upgrades, they'll give you shit if do something using Blender, and it looks too much like this-or-that new feature you didn't pay for.

I've had that happen.

In hindsight, I would have been better off if I just kept pirating.

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Hast this pastebin even helped anyone?

prior thread:

Requesting less reeves shitposting.
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toying around with the model.
I like this a lot more than the previous. Thanks for taking our anatomy crit to heart, it's paying off. I would only consider toning down how defined her ribcage is but the rest of the abdominal definition is within reasonable limits.

You are actually now at the point where you can say "this is my style." Good luck and keep posting.
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This is how I'm reading her mouth
that's the face you're meant to do when you're on a secret spy mission dummy
Am I supposed to eat 40 cakes as well, because that's terrible

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Want to get a new PC for 3D rendering and animation. What build you guys recommend and how much would it cost?
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You're going to run out of memory and everything will slow waaay way down. Disk usage will spike to 100% as your computer tries to push data from memory into a page file on your hard drive and your machine will probably become pretty unresponsive until you kill whatever process is hogging all the RAM.
So would upgrading to 8GB make it at least usable?

Other than RAM, what's rendering static models taxing on?
Would my shitty GPU be enough if I never animate anything?
>So would upgrading to 8GB make it at least usable?
8GB would give you more headroom, yes. Not ideal but at least you can get things done. I would do 16GB if it's within your budget and your laptop allows for it. I mean, you're not going to be able to upgrade anything else on it (aside from putting a SSD in there).

>Other than RAM, what's rendering static models taxing on?
Your processor. It'll be slow but for final quality stuff you can render things overnight.

>Would my shitty GPU be enough if I never animate anything?
Probably. Up until recently I was doing everything on a 1GB Geforce GT 240. Your graphics card is least likely to be a bottleneck I think.
its not like a low end computer is gonna completely bottleneck your 3D workflow.
everyone here assume you gonna do heavy heavy work so they prepare you for the worst.
but realistically you can model and animate smoothly on any computer. texturing and rendering require some GPU power but it also depends on your environment/background/light setup. if you keep it humble it shouldn't be a problem.

if you plan on making big scenes and simulation in the first place then a high end computer is necessary
Thank you.
My goal is to make relatively simple and not-so-photorealistic scenes to draw on.
Think early 2000s videogame look.

I just need basic shadows and low-res textures, but I'll need to import some characters and those will probably be more detailed.

Anyway, I'll try with what I can afford, and if it's possible I'll keep doing it.

Thank you very much for your help. I appreciate it.

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