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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
http://freetexthost.com/nzjanyanw0
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,
-Maya
-Softimage XSI
-Lightwave
-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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>>

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Why are n-gons bad, /3/?
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>>
ngons on a flat surface like the top of that cylinder don't matter if they're ngons.
>>
>>473737
>when you import your model into an engine it gets converted to triangles

this didn't come out as I expected... the polygons are converted to triangles that's what I meant

we
>>
>>473748
can you show me an example of where an n-gon doesnt render properly?
>>
>>473746
That is a quad you faggot.
>>
>>473756

yup. Ngons give smoothing and lightning problems on game renderers.

Ngon, this is patrick. patrick, this is Ngon:

http://www.froyok.fr/archives/uplo/001/1344029932-Marmoset_LPGonna_2012-08-03_23-38-25.jpg

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Vintage Edition!
Post what you're working on!


To that faggot that started the other thread: It's not hard to google the "gay official picture" if you don't have it, is it?
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>>
>>473784
fucking lol
>>
>>472027
>>
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Ray-tracing in this program is a bitch so the best I can do to make it look good is throw some shadows on.

It's supposed to be the 70s.
>>
>>473786
forgot the image pal?
>>
>>473678

it's a good practice to not leave polygons just "for the fun", use only the ones you really need, either because of texture mapping, or to give more quality to the model. in your case, it's just 54, for now. on my case, doing a polygon cleanse of a high poly roman helmet i didn't do removed between 5k and 9k polygons.

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how come no one is attempting to make an actual good 3d sex game? everything so far has been really lame and emotionless. the females are never stylized and always have creepy blank expressions.

i figure a really well done sex game could be pretty profitable since everything else out there sucks. with unreal being free, and so many resources available, is no one really working on anything?
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>>
>>473128
amazing for real-time. looks much more lifelike which is a good approach if you wanna go for Frozen. Although you have to get rid of the bottom eyelids. You can't have that if you want your model to be cute. look at this for example, they never show or exaggerate the eyelids since they make characters appear aged.
>>
>>473222
But that's what he's going for. As he said, he's basing it off Legoman's drawings. He does MILF stuff. >>472275
>>
>>473223
looks more giantess than milf
>>
this thread must not die
>>
>>473776
died already

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Can anyone help me fix the lots of screen tearing i've been having lately? It's been crazy while i'm playing, anything i should upgrade?
>>
>>>/v/
>>
>>473794
not just on video games, Youtube or any movies get me screen tearing.

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Hey dudes is more vram good for 3d modelling?

There's gtx 960 for 4gb that I can use in blender. Saves me 100 bux compared to the gtx 970.
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>>473731
Blender's poly processing is CPU based. More VRAM will not help you handle higher polycount.
>>
>>473734
Don't forget particles.

>>472917
I can't speak for other programs, but if you want gpu rendering in Blender then yes you'll definitely want the extra vram.

Also If I can get a job soon then I'll be busting my savings on a Titan X for dat 12 gig of vram. How stupid/smart am I for wanting this?
>>
>>473758
Stupid as hell. You should never spend more than $500 on a graphics card
>>
>>473766
Lol fair enough. Guess I'm stupid.
>>
>>473766
Unless you ant something remotely decent that can actually render.

QUESTIONS

Old Thread
>>467718
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>>
>>473643
maya modelling is tacked on shit
>>
>>473649
>http://home.otoy.com/vr-competition/


it was tacked on shit, 2016 is well implemented
>>
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In Blender how can I set an object to scale based on a bone that only stretches between two points? Some kind of modifier? Haven't found anything that works well

Hard to explain, here's a pic. When the bone shortens I need the object (Wario) to become smaller and maintain the aspect ratio, not get thinner as it does now. I have it grouped as a child to the bone.
>>
>>473697
Kinda managed to solve it by copying the bone scale with the object. But if anyone has any tips or proper way to do it then please do tell
>>
Which RGB channel in a normal map controls the rotation? I'm trying to convert it into a bump.

ive been doing 3d modeling for a while but i never know what to call it when i do these things with the topology

>what are these two type of topology called
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>>
>>473692
The other reason is that 3D modeling tools are designed to work with proper edgeflow, and to do that you need to be maintaining quads and as few poles as possible. Triangles and n-gons disrupt edgeflow so your modeling tools will come to a stop along these junctions or make a guess that is often wrong.
>>
>>473692
>i go to a 3d school

Jesus you're such a NEET that you can't actually go out and go to a real school?
>>
>>473757
it has a 100% placement rate in large studios
very low acceptance rate
>only 100 kids in the school
>2 year program
>21 credits per semester
i work on homework for over 70 hours a week
im diverting the time i would spend on taking 2 years of classes needed for a bachelors on actualy doing what i want to do, and getting better every day.
our teachers come from studios to teach us, they know what is needed and how to teach us.
>>
>>473779
....are you a LEL? Everywhere around me, people have actual non shameful jobs, like doctor, nurse, engineers. You work on....what....for 70 hours a week? 100% placement into assassins creed? Lol dood
>>
>>473780
>implying you wouldn't work your ass for a chance to work for ubisoft, uv unwrapping trees 14 hours a day

How fast can you improve at 3D art?

I've seen a lot of people improve very fast 2D art. But, not the same can be said with 3D art.

The thing is, on 2D art you can do 1,000 studies on faces in a week, but in 3D you can only model 3-5 character max in a week.

algenpfleger improved for example, by doing lots of small studies. If you look at his thread he could produce 20 characters in a day.

Also, 2D is easier as well.
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>>
>>473753
Believe me spatial awareness is an entirely different thing when your working on the illusion of depth perception in an image rather than a 3d rendered simulation, it makes some part of your brain light up like a sun I'm sure

>>473761
It was still an interesting subject, if you read some of the stuff I was trying to express half coherently about the fleetingness of art and mind and body being one and in the moment and other zen philosophy stuff I guess
>>
>>473762
>the fleetingness of art and mind and body being one and in the moment and other zen philosophy stuff I guess

give me some of that good shit you're smoking
>>
>>473764
I'm pretty sure I've just been reading too much vagabond
Shit makes you think though
>>
>>473667
i just have to mention that this image is like my definition of fear
>>
>>473781
this. i'll have nightmares for the second night in a row. thanks op :^)

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I think it's a good idea for amateur modders
I mean, you don't have to charge for your content right?
And a good way to tell if your models & Textures are worth a damn, is to see if they sell, right?
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>>
>>473770

I'm so pissed off at that :/ I was getting into making mods for skyrim just because of this but now its pointless
>>
>>473770
I hate valve even more now
>>
>>473770
the right way to go imo.
Also Valve has been doing this for many many years, so why cant they experiment and if it doesn't work, why cant they take it away.
>>
>>473050

Tell me now, what amature modeler who doesn't use blender has a license that allows him to sell his works commercially.
>>
>>473775
Steam servers 75+ million people, experiments on them all is complete bullshit.

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Does this shit get less awkward to use after a while?
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>>
>>472685
not really, especially if you been using Maya for a month and bounce back to modo
>>
it is very awkward isnt it?

droping tools all day long. the select through option in the pipe for transforms makes it more like maya tho.
>>
Honestly I prefer Modo over most programs. I just use the Maya configurations for simplicity
>>
>>473633
>I just use the Maya configurations for simplicity
where?
>>
>>472685
Yes, stick with it.

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Is there any reason to use Blender if I have Maya?
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>>
>>473575
here is why maya is better from a user standpoint
> blender is free and open source which means there are a ton of changes happening in updates constantly
when your menus and functionalists change, your workflow gets slowed drasticly

>maya does minimal updates but they are large when they are done ( except for bug fixed which happen pretty quick)
this lets you learn the program and become more efficient at working
>>
>>473695
I haven't seen major menu overhauls in years for Blender. Just minor additions here and there.
>>
>>473635
Translation time:

>Cleaner UI
He learned Blender, so he actually thinks the UI is good. But in reality, it is nowhere near as organized and easy to use as Maya's.

>No popups that take your attention away from the modelling
You know nothing about Maya, do you? There are no "pop-ups" and any window can be docked where you want it to be.

>Doesnt crash for random reasons (general autodesk issue)
I have many friends who use Blender regularly and it crashes lots for them just randomly. And they hate how poorly it handles higher polycounts. I watch them stream their modeling often and see it crash quite a bit. Whereas Maya has become very stable, yeah it had a bit of a rep back in 2011 for crashing a fair bit, but they have resolved those issues.

>More updates
No, just lots of smaller updates scattered throughout the year instead of bi-yearly like Maya, and in the case of bug fixes, quarterly if not more.


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>>473635
>>473763

>Very costumizable interface
As far as on the face customization, Maya is as customizeable. To get anymore customization out of Blender, you have to learn how to code it.

>Freestyle rendering
Lmfao, he is such a nub that he calls progressive rendering "freestyle rendering", I guess I can laugh even harder today. Every fucking 3D software does progressive rendering now you taint, it's not some cool unique feature to Cycles, every other decent renderer had already been doing it for years before.
>>
>>473695
Blender hasnt any drastic ui changes for over 5 years.

>>473763
>he learned blender
And you learned Maya. Let's face it. Neither of us know jack shit about the other software.

>no popups
I was referring to 3ds max. It's a severe case.

>I have friends
That's just bullshit. Blender is stable as a rock. It is true that it has a low poly limit but as I said its in for a revamp this year.

>hotkeys
Blender has a well placed hotkey for everything and shows you the hotkey for a tool if you hover it. Max doesnt even have a default extrude hotkey. Cant talk for Maya as i havent tried it yet.

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So I chose C4D as my first 3d software, which I've been using for the last 2 years. Eventually I found out that the area I'm more fond of is modelling and sculpting, so I'm thinking about transitioning to maya, but I need your feedback about

>wether it's worth it
>what I can do with maya that c4d can't and vice versa

Is the layout completely different from c4d? Or will I have a good time adjusting to a new software?

Thanks
>>
I use C4D as well and sculpt atm with Mudbox.
From the videos i've seen of Max/ Maya etc as i don't use either, it depends on how you model.
The main difference is workflow in specific areas.

As for what Maya might have that C4D doesn't i don't know but doubt there is anything important.
>>
Take it from someone who's used both for years: C4D is a LOT more comfortable for modeling than Maya. They both essentially do the same things but for a lot of operations, something that takes one or two clicks in C4D will involve 10 clicks and two menus in Maya. It's just an overly complex, bloated program with an unintuitive interface.

C4D was designed from the ground up to be as intuitive and streamlined as possible so switching to Maya is going to be a huge pain in the ass if you're used to it. I know it was for me.

That being said, where Maya shines is whenever shit gets really complex and you need to do some really in-depth stuff but that usually won't happen if you're "just" modeling. We're talking things like simulations, particle physics, extremely complex shading networks, animation in general, that kind of thing.

If you want to "just" model, C4D is already very good at that and most importantly, it's fast. As for sculpting, if you want do do any serious sculpting, you're probably better off using Zbrush anyway since both Mudbox and the C4D internal sculpting lack a lot of the features Zbrush has.

So to answer your questions directly: Yes, the layout is very different, much more confusing and you'll most likely have a very hard time adusting to it because frankly, many things in Maya are just a huge pain usability wise and there's needless complexity in every corner. There's actually very few things C4D can't do that Maya can when you know how to properly use it. there's even a lot it can do that Maya can't. The things that Maya can do that C4D can't are the kinds of things you'll probably never use anyway as long as you're not doing big budget CGI or similar stuff of that magnitude.

Maya has never been particularly good for modeling and nothing has changed about that. If you want even better modeling, take a look at 3dsmax or Modo. But you don't need either of them since C4Ds modeling is pretty damn good as it is.

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What /3/ think about my work?
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>>
its because the sun light in RL burns to much outside the room :)
>>
>>473672

This and the refraction of the water seems kinda odd.

Personally I'd add some imperfections to the scene to add some realism, everything is so tidied up and perfect and symmetrical.

the wooden material is really good tho
>>
I see what you're trying to do here but I don't think that's how water works. Looks more like plastic foil.
>>
looks nice, however i really dont like those rocks, something seems wrong with them. the water coming out of the faucet should have bubbles and be sort of white i think. the water looks really good but something about it isnt perfect. the whole top part of the picture is pretty convincing of it being a photo
>>
>>473680
I agree, is the ior right?

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I was having a decent week until this paid mods fiasco and seeing blender on steam's front page.
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>>
>>473412
I heard updating blender through steam should migrate your settings and addons automatically
>>
>>473373
As others have said, automatic updates I guess. Consider it an option for the stupid/less tech savvy if you will.

It's also a way of announcing to the world "I do 3D" and picking up girls on steam's pseudo-SNS service. Once she see you use Blender your sweetheart-to-be will just be dying to see your monkey.
>>
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>>473502
What if you have a dedicated waifu?
>>
>>473370
made for use in gmod with blender.
>golden dildo launcher was made their as well.
https://www.youtube.com/watch?v=mSy5jId-PPo
>>
>>473376
hmm, still not worth it.


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