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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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here's a WIP elephant guy I've been working on in zbrush (mostly just this morning). this is for a uni course so i didnt really get to choose the character.

im actually supposed to follow this http://www.digitaltutors.com/tutorial/1774-Your-First-Day-in-ZBrush#play-43952
tutorial but the guy whos doing it isnt very good at sculpting and my professor said i could kinda do my own thing with him SO I MADE HIM FAT.
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Excellent post

Hey everyone, this guy really knows his stuff!
yeah I don't even know what he was getting at. like, yes it will, uhh thanks for the advice?
>which parts specifically
The hands, the eyebrows, the feet and the belly (the latter looks a bit square)
In you update the hands look better, but the feet still look weird.
Also, get a lot of elephant pictures if you're planing on making the wrinkles, they're pretty fun to make but can be a bit hard without proper references. i personally think that character would look great with them.
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woah that's pretty cool, i guess this is a common creature type of person, i was just following the tutorials so eh

I'm moving on to other projects and this was just practice so I'll probably not work on this much longer, but thanks for the tips, you did point out some stuff i didn't notice but will keep in mind for future projects.

here's some basic paint and a 360 wireframe:

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Why do people say you need to learn how to draw to do 3D? I mean, I completely understand learning how to build, but if you know how to build well what's the point of knowing how to draw?
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>Why do people say you need to learn how to draw to do 3D
you don't really need to learn but it is a helpful asset.
So where do I begin learning how to draw? I'm in college at the moment, so can I just enroll in, say, art 101? Is that really a class to start from with no experience at all?
I took an art class, really does help if your skill is at zero.
granted you have a decent teacher.
So you're saying drawing can be learned. What is the adequate level of drawing that lives up to /3/'s expectations that benefits in 3D, though? From what i've seen, it's just concepts and sketches.
try building a house without plans. it will be trial and error until you make something out of it.

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Have you seen this documentary /3/?


Its a documentary about computer animation both 2d and 3d, but mostly 3d, from 1988. Its definitely worth a watch if you are not familiar with old outdated technology and tools and where the 3d industry is coming from.

The process they went through to model and animate that guy at 0:70 seems totally ridiculous.
14 replies and 5 images omitted. Click here to view.
more 3d docs?

I do alright but I don't work in the 3D graphics biz. The year I graduated was the year the CBC laid off a whole shit load of employees so the job market was flooded with AV guys (My education was in AV Production and computer animation was part of the course) with tonnes of experience who were scared they'd never get another job. Because I was good with computers I got a job as a system engineer so I didn't end up working in my field. Out of my class only two got work in the field.

I was offered and internship with an advertising agency in Toronto because my computer animation teacher recommended me but it paid way less than what I was making as a system engineer and I kept remembering how fucking tedious 3D computer animation was so I didn't take it.

I ended up getting burnt out as a system engineer and in 91 I was making pretty good money in the music industry so I quit my day job and focused full time on music. In 2006 I was also doing 2D illustration work and a friend who had a studio needed art monkeys to make props in Maya for a TV show he was pitching. So that was the first time I'd done any 3D graphics since college and I was pretty impressed with Maya even though all I was doing was cranking out low poly props (barrels, hammers, oil lamps, crates, assorted background bric-a-brac). It was fun but the pilot never got picked up.

Since then I've been working either in music, acting mostly, sometimes I'll sell some art if I feel like it. I don't make big money but I'm comfortable. Got a small in the city, don't need much, live within my means and enjoy the life of a starving artist.

I was reintroduced to 3D a couple of years ago because I was looking for an alternative to those artist reference dolls for 2D illustration and a friend suggested Daz or Poser. I discovered that when you don't have the stress of professional expectations added to it 3D modelling is actually a lot of fun so I've been doing modelling as a hobby.
>Since then I've been working either in music, acting mostly, sometimes I'll sell some art if I feel like it. I don't make big money but I'm comfortable. Got a small in the city, don't need much, live within my means and enjoy the life of a starving artist.

Well I almost sentenced there.

Since then I've been mostly working in either music or acting, sometimes I'll sell art if I feel like it. I don't make big money but I'm comfortable. I got a small house in the city, don't need much, live within my means and enjoy the life of a starving artist.

There, that was sentencing much better more done.
If Erognenesis comes through with Project E, DAZ and Poser could get a lot more exciting.

Just looks like yet another idealized female figure.


...thanks to 3D "artists".
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>Researchers have shown this picture to children and all they could see were dolphins in a bottle
And if those children were French, the fact that it SAYS 'dolphins' in the picture doesn't hurt any.

Not disputing your point but the artist stacked the deck in their favor here.
>Every eyebrow is an edgy cocked eyebrow. No exceptions
The animation classroom that most DW and Px and even Sony 3D artists came out of had a cardinal rule that facial symmetry = uncanny valley, which is why we always get that fucking smugface in these pictures. It's the easiest expression to set up that's asymmetrical. Lift an eyebrow, drop the other one, shit-eating grin tilted towards the dropped brow.

Plus, it sells 'edgy' which promises the viewer THIS CHARACTER IS ABOUT TO BREAK *ALL* THE RULES, BET YOU CAN'T WAIT TO SEE!!
Learn to distinguish the subtleties.

I think they nailed it with the final design. I generally hate humans in animation, but Shrek made them perfectly quirky without distorting the shit out of their proportions.
genetic disabilities should not be glamorized

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last thread:
If you got the V4 hero pack from the last thread, they're giving away the M4 hero pack now.
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>I remember they switched database setups at one point, and fucked over smart content for months.
That was when they switched to PG from an older, shittier db platform whose maintainers abandoned it.

PG is designed to be enterprise-level relational database management for server applications, and it buries itself balls-deep in your OS to remain robust. In fact, it creates a silent user named postgresql in Windows whose password doesn't expire which runs it in the background at startup.

If you're asking why they didn't just use MySQL instead, it's simple: MySQL requires commercial licensing for embedding in commercial, non-FOSS software, but PostGres' license is militantly free no matter what you do with it. There are shovelware poker games which use it as their db engine for this reason.

There's no crime in avoiding reinventing the wheel but PG is a more resource intensive piece of software than most of the desktop applications that choose to rely on it. I will say that if you had a runtime that was half a terabyte and you needed to quickly find all the sci-fi themed assets, a robust database engine is a smart idea.

But realistically if you're at that point, you might be better off having an indexing system not beholden to a specific posing/rendering application.

PostgreSQL doesn't work depending on what firewall or antivirus software you have. If you use ZoneAlarm you're screwed. DS 4.9 won't work unless you have of PostgreSQL connection so depending on your antivirus/firewall you can't run 4.9 at all because it won't work with the Valentina db.
That's because it wasn't meant to coexist with firewall/AV software you download from Cnet. It's intended to be installed on a hardened Windows/Linux server where the built in firewalls/AV are robust enough to do the job, or you're a sysadmin who knows what they're doing in configuring the platform.

MySQL/MariaDB are better choices for a desktop footprint.
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It is NOT possible to import a model that was rigged in some other software into DAZ?

What kind of laughable shit software is this?

They really try to force people to use THEIR shitty rigging mechanics if they want to create daz/poser content?

lol, fuck you.

You should have finished watching the tutorial. You would have found out that 99% of the work of rigging is done by the DAZ Studio transfer tool, which copies all relevant bone and morph data.

The software is still trash though.

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Since there's so many threads asking Blender questions.
8 replies omitted. Click here to view.

One of the problems with Blender for high-end pipelines is its license. High end studios often create specialized software and addons for their pipeline. Because of the Blender license, anything they create for it would have to be released to the community. Some studios could conceivably avoid that just because it would give insights into how they do things in house, and they don't want to share that with their competitors. More likely though is that releasing it to the public would mean they spent their money to develop a tool and then had to give it away to everyone. They would be essentially giving their money away, or at the very least, they would literally be developing those tools for their competitors to pick up and use.

Another problem with it is Blender's notoriously bad file interchange with other applications. It only just got a working FBX binary I/O, and it doesn't support Alembic, which until recently made it pretty useless downstream from the application used to create animations that are to be rendered. Lastly, it's NURBS support is laughable, and a lot of stuff for movies is done with NURBS. If those assets have to go through Blender, you have to bake all that NURBS stuff to polygonal meshes before taking it to Blender. In the case of things like wires, hoses, robotic tentacles, etc, that means you would have to rig those things to recapture the movement/deformation functionality you already had with NURBS. That takes time (which would not have had to be spent if you had stayed with NURBS), and time quite literally is money in professional production.

I'm sure there are other things, but those are the two biggies that I know about.

Also, Z-up? Really? At least code in the ability to swap that shit.
I just wanted to leave this here.
Taught me a lot about what art really is.
Content made with or for Blender isn't GPL'd by default which also includes the addons made for it (and hence why you'll see addons that cost money). The only time GPL licensing comes up is if you're publicly releasing another build based on Blender using it's code.

File import/export is pretty bad I'll give you that. Collada .DAE always seems to have something broken about it. Proper FBX support was recent addition and it's still not perfect. Alembic, OpenVDB, and whatever new format the industry comes up with this week is taking forever to get into Blender. The only reliable I/O format is .OBJ and that might have been okay in 1994 but not today what with all these features pipelines need.

P.S. Z-up is superior.
Anyone able to answer this?
I'm only aware of the opposite effect. You can reposition the body to reflect new positions on the bones. Doing what you're describing seems pretty ads backwards to me

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Hey guys I've visited 4chan sometimes but I've never seen this board before and I Train 3D for a while with a teacher but I want to know of you guys How do you Train for 3d?? like how do you guys practice?? often I do create hard surface objects in maya and put some textures on but it doesn't really seen that is actually helping me to get a pro at 3D. since I was a kid I've always wanted to work with games and I really want to be great professional at it and I would love if you guys that are already pro's or that know of what I'm talking about would give me some tips to practice!!!
Here is one example of a project that I made with mine teacher
Inb4: Sorry for any misspelling, I'm from Brazil.
its simple for me
i choose something that i know is complex and challenging like a gun or a car and i simply model it, sometimes i run into problems and deduct certain features in the model but it makes me works faster and discover new things.

modeling is games is different, its an artistic job and technical. you can't model all the parts of a gun if its 200k polygons, you need to use normal maps and such. every piece you create you have to make sure the UV's are right and the texture are in the right size and its according the polygon budget you have.
if you want to make models for games i recommend you to look at environment modeling for games by gnomon (is a paid dvd)

this is also a good example of how workflow is being used in games

this is essential as well

Thanks for the tips!!

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My friend showed me how to use his model program and he even gave me a free copy so I've been practising. I've made a man but it's really hard. How do you get better at this? I thought I could learn how to do this and then maybe get a job on the next call of duty game or something but I don't think I'll be able to yet.
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I even thought I would be able to make something for a rule 34 webm thread but I don't think I can even do that yet. I don't know how to make them move.
Why is nobody helping me?
you should watch more video tutorials

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So I've been wondering why one should buy zBrush if you can do awesome shit in Sculptris ( https://youtu.be/OIgBVSwjdd0). Doing the retopology in 3dsmax and projecting normal maps from the original sculpture can make a pretty damn good lowpoly model for game engines and you still have it for portfolio piece.
I know zBrush has a shitton of tools that Sculptris doesn't have but I wanna know your opinions on Sculptris since I'm pretty new to this 3D world.
6 replies omitted. Click here to view.
sculptris has no real support for background/reference images. which really is important when sculpting off a reference. that alone makes it unusable for me.
Its been a while since I used sculptris but, reasons why zbrush is better

transpose masking and modifying
dynamesh for merging geometry
Thanks, that's all I wanted know.
also all hard surface tools, like : cut, trim, group loops, panel loops, extruding, zmodeler, zremesher, uv master, transpose master
all those tools are really helpfull
Sculptris only increase triangular mesh, not quads which would be a shitty model to use.

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Memesters of /3/. Post your 3D memes or create some then post em.
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Not mine
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Fucking hysterical
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Is Houdini still valid, or is it on the slow road to extinction like some other programs that died a natural death or got bought and raped by Autodesk?

Is Houdini currently better or worse at modeling than Blender?

How does it measure up to Maya?

Post your experience with it in general.
houdini's not in that situation because it excels in areas that other software does not and fills a niche. for instance it was used for fluid sims for one of the superbowl commercials on sunday.
>for instance it was used for fluid sims for one of the superbowl commercials on sunday.
There were literally hundreds of commercials
And it was used for one of them.
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who deenee is very intuitive. its has many useful options that beat buying plugins for maya/3ds ect.
Im not sure where youre getting the idea that its going to die..

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Continuing from
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To give the model the same textures that it has in the image I mean.
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Welp... I guess I'll have to make a low poly waifu sooner or later.
I like it, finish
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Okay I made a quick and dirty texture map and I've noticed a problem.

I made this in 3DCoat and I'm rendering in Daz Studio. I used symmetry to create the UV map but for some reason the right side of the model has a distortion on the leg. The distortion isn't where the UV seam is either.

Any idea what's going wonky here?
>that face
>rendering in DAZ
>not showing the UVs

please go home to deviant Art.

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Old one wont bump.
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I'm working on a Caliburn replica, but the displacement maps in Maya (using Mental ray, if it matters) are giving me a headache.

No matter what I do, they come out wrong and they appear faceted. I tried with mudbox and Zbrush.

I project from level 5 (2mi polys) to level 1 (30k). 32bit files etc.
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Here's how it actually looks like in Zbrush.
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Topology / UVs.
I take it you wrote the rendering engine for this, then placed basic cubes to demonstrate materials. Right?
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hey /3/, what is the best uv tool out there?

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What does /3/ think about the recent advancements Luxrender has made in the last couple of years?

Also renderers general I guess.
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And you'[re trying to do this in Luxrender, right? From my small time in Luxrender using procedural textures is a bit of a bitch. Most of the textres in Lux are either, A. float textures only, or B, not supported in classic API. There are clamp nodes in Luxrender now but they are only available for the Luxcore API which in its current state is still unstable at times.

For most stuff I've just resorted to using (and making if I have to) textures for just about everything in Luxrender. And if I'm right your filename implies that you are trying to make a mountain. Just download L3DT. It is a landscape generator (albeit nowhere near as good as World Machine) that has a free downgraded version. If I remember correctly the paid version is pretty cheap.
I see this come up so often when googling software specific problems i can't solve.
it blows my mind that anybody would jump to the conclusion that it is the OS with a problem over say, hardware.
Nope, I reinstalled it cause Windows 10 is piece of crap. So I was full of hope that I can possibly try it on new fresh OS. But without any reason that shit happened. Again.
because it's not the Fucking OS you idiot.
>without any reason
Clearly there's a reason or it would work

>implying win10 is not currently the best windows

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