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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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Lets help eachother improve! Here is my Mangle model, all done in 3Ds max
I'd love some general feedback from you guys! I'm not really used to rigging and posing, but I tried my best
Thats the no dof version

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dear 3,

why are the people at my videogames-art course such infinitely autistic faggots. i go join teams of these niggers and all the geometry is fucked up. Im talking lamina faces, no uvs on delivery, no objects named, extrude pressed 5 times instead of one creating a bunch of coindicental vertici and bitching about me used xbrush to create normalmaps instead of using nDo on some faggy ass pictures from google. Im not even talking about how they gather reference.

3D horrorstories thread...
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the extent of my alimony is pretty fuckin' bad.
i'm only allowed to keep 3% of my wages.
American, right? How the fuck are you expected to survive on 3% of your wages?
If he's american, then you've got your answer. Courts are biased against men. Thank your local femenist.

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Share any Hilariously Bad CG Animation you've found in this thread, intentional or otherwise.
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> Mass Reduncies

are those the result of chicken tendies
is this done in sfm?
Not CG but...

that voice will always be connected to mr. computer for me
does anybody know, what OP's gif is from?

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Alright, Gentlemen and ladies.
>July's and Augusts Challenge
Model a M203. Lowpoly, Highpoly, Whatever way you want.

Remember it's OK to post bad models because people will give you advice on how to get better.

You have until the end of Augusts.
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posting reference images
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Where do you get your floor textures /3/?
I dont want to use the same Arroway textures over and over!

Any free alternatives? I know "make them yourself". I already created my own but I dont have the resources at this moment.
Carpet. Rugs.

What render are they using to get this effect? I'm talking about the white material like look.
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First rule of good designer
Only do what is necessary for functionality
This. Form through functionality / form follows function.
any renderer that have a
standard material with barely any reflection or specular + ambient oclussion
Area light for soft shadows,
Global illumination
it's just ao and glossy.
Depends on the visual genre.

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Does Blender work with AMD gpus yet?
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>Fury X is a 28nm GPU, it's a simply refresh of AMD's current lineup, it is nothing interesting. It's also only using HBM1. HBM2 is only a tiny part of why there is going to be a massive leap in performance next year.
FuryX is simply the fastest 4k consumer card on the planet anon.You're shill is showing.
And your point is? Of course it's going to be a bit faster, it's newer you dunce. But it's only a tiny performance increase, it is absolutely nothing compared to what will be happening in Q1 2016, hop off AMD's cock.
There's some custom build on the blender forums somewhere. I use it on my r290x and it wasn't far behind titanx render times.

There's still some limitations, it takes 30 seconds to get the opencl stuff ready, if you're rendering things that only take 1-2 mins it may not be faster. You're also limited by GPU VRAM, it's not hard to fill up 4GB.

I find it best for very large renders. It can be worth the effort of getting the scene working in cycles if you have something that would take 5+ hours to render on the CPU.
i never understood the desire to use inferior products.
>Makes fun of Nvidia for having big, hot chips for years
>Can't keep up performance, now makes bigger, hotter chips.

> I won't model or animate the following fetishes
> Hey guys look at my big veiny throbbing futa dongs

I can pay pinoy trash like you in chickens, right
I don't see where there's things he won't do
> pinoy
lel i don't know which is worse
>> I won't model or animate the following fetishes
>> Hey guys look at my big veiny throbbing futa dongs
Granted, he's a /d/evaint.
i would fuck that purple ass and have her grape drink all over me.

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So I just started using blender and I was hoping I could gather some insight from one of you regarding the exportation of textures I attached to an object I created (pic related). I followed a step-by-step tutorial on creating custom weapons and importing them into Skyrim. From FO3 archive utility to Nifskope, to actually creating the mesh in Blender, everything is fine. I just need to figure out how to export the textures in such a way that I can link the file path in Nifskope and finally implement the finished product in Skyrim. Please and thank you.
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That's a hideous theme.
Where can I get it?
you make it yourself

i used that same lightning texture for a couple models in gmod.

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I just made my first model. I'm really new to this. Can you guys give me some constructive criticism on this fishing pole model? It was made in Blender.

The lighting and colors are kind of off but I didn't spend too much time on them
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Thanks, I was really kind of winging it on those parts.

This is also kind of an obscure question but in the actual project I made the parts from separate meshes and then joined them together. Is this the correct way to do it or do people build things from a single mesh? Or is it just dependent on the object you're making
I don't use blender.

It depends. Some people will build the entire thing in a single scene then just have incremental save on so that you don't lose your model and layer separate objects so that you don't have them visible in your workspace when your detailing a single object.

And others will construct each object in different scenes and just import it but then you've just issues because things may not match up as you don't have reference and even if you do your importing the same object into a dozen different scenes so it becomes costly and annoying to ultimately do.
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OP here.

Still working on remodeling the whole thing, but here is my revision of the eyelet pieces
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Updated version, also fixed the eyelet again, the "arms" were sticking out of the square piece on the end.

I'm going to try to model a reel and learn some UV mapping next
>parts from separate meshes and then joined them together
you can do that or just add new objects while in edit mode.
as long as the model doesn't look bad, it's fine.

however, if you're going to use this for a game engine, just make sure there are no doubles (double vertices) as the game engine will not allow them to be compiled for use or worse, will cause double physics and crash the engine.

uv mapping is pretty easy once you know how.
just mark you seams where you want to cut the mesh for the uv-map.


hey t/3/pots,how would you go about making money making cnc machined parts for people/small companies?
was thinking of buying a carbon fibre printer or a cheap ($10k range) CNC mill, then making things on a smaller market than the companies that make large runs of parts to order.

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Why is everyone here OBSESSED with the 3D industry instead of just enjoying the process of creating 3D models/3D art?

Everyone is judging the other and usually saying something that they will never make it into the 3D industry.
Or people are constantly asking how long it will take to get a job at a movie art studio.

It's a phenomenon I only witness on this board.

It's like people on /o/ would spit on each others maintenance or tuning job saying, they'll never make it into the car industry/will never get their own designed car into production.
Or that /g/ people will never become Bill Gates.

What's with the obvious obsession with fame and money on this particular board?
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That's because most of the idiots here only got into 3D in hopes of making easy money sitting on their asses and moving vertices all day. The ultimate teenage dream of self sustained basement dwelling.

You see that kind of "you need this and that to reach the Industry Standard(tm)" attitude on /ic/ aswell, where people will care more about making shitty video game concept art for one of the worst creative industries today, rather than pursing art for its own sake.

Same with the retard "graphics designers" who thought they'd make big bucks freelancing if they learned photoshop and corel draw, but ultimately end up working for less than minimum wage at a local typography.
Never been to /ic/ before but just came back from a visit.
Now I really know what you're talking about.

Normally I'd say bait, but some people around here really do have yellow fever this bad.

>lived in Japan for two years
>never learned more than a few words
>didn't give a fuck about anime/jap pop culture/etc.
>managed to have a good time nonetheless

In blender: click "smooth" on the left. It does a bunch of math that you won't learn until after high school and calculates the light bounces on a curve instead of a flat surface.
Which software did you start with? What (learning) resources did you have?

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I am willing to pay someone to make me the girl Splatoon character.

I need a adult sexualized female rendition of this character. Textured and same pose as pic on left.

The body should have curves kinda like this.
What's your offer?
Post an image of portfolio or your portfolio as well.
95 replies and 15 images omitted. Click here to view.
I'm the "mysterious second person", and I wasn't looking to spend it now. My original contribution to the thread was I had asked in a few places on /3/ and /toy/ whether anyone had pricings on commissions, and every post was bluntly ignored, and that a guy asked in this thread and got answers.

I was happy to see the answers, and then wanted to see what I was up for if that was the route I went down for what I'm looking at.

I can fake the rest of the body easy enough, I guess, but I've been modelling on and off since 97 and I just cannot get faces and heads looking right at all. Which is why I was looking for pricing, because if it was going to be affordable that would have been the option I'd have taken.

And to be fair, there were a couple of people mentioning work in the range I'd originally thought for what I wanted, and then a couple of people who started yelling that I should be giving them a week's salary, presumably for a model that's not what I was asking for judging by the number of times texturing and rigging and discussions of detail came up. The fact they kept harping on about that when it wasn't what I was asking, and the implication was they knew better about what I wanted than what I actually wanted.

But thank you, you took me seriously and discussed on what I was asking. I am at best a couple of months away from making a decision, but I like getting information ahead of time if I can. It was greatly appreciated, but thanks to a couple of other posters I do remember now why I hated posting anything on /3/.

And no, it's not, but I have had enough friends do 3d and having watched them and what they can do in a very short time... that's what I was basing my estimates on. And as I said, I'd been asking what people had been charging for a while but I just wasn't getting any replies, so I had no clue what to go on.
OP is literally asking for a generic bikini figure with a stylized head and the squid hair prop Fagola McFuta built in >>481695

There is nothing custom below the neck.

OP, go find a rigged nude female body and plop the head and "hair" from that blendfile onto it.
Underrated post.
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>nintendrones from /v/ invading /3/ with their pedo shit
nothing is sacred anymore

Ask your friends

Thoughts on physically based shaders vs traditional?

Could this be applicable to non-real time rendering?
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>I want my shading to look EXACTLY as I want it to look
I guess you'll have to write your own shaders, then.
For dielectrics I just use pure white as my specular color, since all but the roughest materials (e.g. cloth and fabrics) are 100% reflective at glancing angles. If you set the correct fresnel (1.6 will do 99% of the time), the rest will take care of itself.
arent dielectrics supposed to have darker specular colors like in the OP image?
Those are probably averages. Almost all of those materials will still have 100% specular reflections when viewed at a 90 degree angle.

I don't know how it works in other engines, but V-Ray will use the Fresnel IOR to automatically adjust the amount of light reflected based on the viewing angle. If you set the IOR to ~1.5, a material with a pure white specular color will still reflect only 2-4% of the light if you're looking straight at it.

there you go OP. its for arnold but you can pirate it easily.

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