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04/28/16New trial board added: /qst/ - Quests
12/20/15New trial board added: /wsr/ - Worksafe Requests
11/28/15New trial text board added: /news/ - Current News
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New trial board: /qst/ - Quests

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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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my game made it onto a list of "look at this" for a 3d class in a college. I just found out by looking at where some links to my page where coming from. Am I gud yet?
>>
That depends. Post it here.
>>
>>521545
I won't, I have too much of a good thing going.
>>
>>521546
Post it faget

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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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>>
bump
>>
Ping
>>
Select all the verts around the hole, press F then with that new face selected press U>unwrap , in uv image editor with the new face selected just drag it somewhere blank.
>>
>>521518
fucking newfag
>>
>>521518
after nearly one year of daily checking this thread, i finally got my answer.
thanks!

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This place dead now or?
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>>521433
>>521463
>oh you
>>521464
i like it
>>
>>521527
>oh you

actually his advice was good. There is nothing for you to salvage. None of that edgeflow is useful, and nothing of the shape is useful.
Why are his elbows almost at his shoulders?
>>
>>520010
>I guess its because of better animation tools than some engine like unreal or unity.
I thought blender was considered shit for animation? Has it improved recently or are other engines just even shittier?
>>
>>521536
Well Blender is a 3D content creation suite with a bolted on game engine. Unreal and Unity are dedicated game engines lacking any form of comprehensive content creation capability.
Neither aspiring to have such features either, so the comparisson is kinda void. People who grow into 3D artists using blender might be tempted to use the native engine as this might seem simpler.

But if you think about it you realize people using max or maya or other dedicated content creation tools will never go to blender for it's game engine capability.
>>
>>521539
>lacking any form of comprehensive content creation capability.
you mean lacking asset creation capability

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With the influx of specific question threads I thought it might be a good idea to have one of these.

Have any specific questions? Post it here!
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>>
why work when could have a semester all of the year
>>
Why is this thread not called "Stupid question thread" instead?
>>
>>520882
Because you only just showed up
>>
I'm working with Maya particles because I have to for class, but I'm not a Maya person.

Is there any way to make a maya particle render as my own custom mesh? Say, instead of them being spheres the particles were a series of letters?
>>
I want to get into 3D modeling and game development and I'm really into vaporwave at the moment. I just need to know which software to use.

I need it to:
>work well with unity/low poly
>make retarded vaporwave videos/images/effects

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I remodeled my bathroom in maya / MR, and want to continue improving my interior modeling realism.. any glaring errors, or things you lot would suggest to look into? Be as mean as you want, but don't take that as an excuse to be excessively dickish, I know what you're like.

I would use vray but I can't afford it nor find a source for use with Maya 2015
>>
too much chromatic aberration (why would this shot even have CA?)
camera position and FoV makes it feel like a security camera. Generally interior shots are more believable the closer the shot is to a human eye.
Too much bloom on the light to the left.
The carpet looks too "new". Try add some wear around the edges, like flattened parts.
reflections and basically everything feels too clean. add a mask to smudge some of the reflections.
Add some water in/on the sink / bath / tiles around the bath.
the edge of the window has some weird linear dodge effect.
>>
>>521533
What a depressing bathroom

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Do people generally use zspheres? I'm new to Zbrush and I'm having a hard time with them. Do I just need to get good or are people using other techniques for starting their sculpts?
>>
>>521505
I like using Zspheres, but you can start from a sphere if you want
>>
>>521505

Dynamesh replaced zspheres. They are good for posing quadrupeds and other things like monsters though.
>>
>>521505
If you made that in your picture, don't forget to add shoulder and hip joints. One more in the neck would help too I think.
>>
I aleays use zspheres to get the form rigt then switch to dynamesh and finaly remesh so i can start subdiv sculpting

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Guys I'm building a workstation comp for 3d applications, do you guys think this is a good deal?

http://www.ebay.ca/itm/Intel-S2600CP-Dual-Socket-LGA-2011-Server-MBoard-2x-E5-2670-SR0KX-CPU-NO-MEMORY-/252343500989?hash=item3ac0d840bd:g:qvUAAOSwYlJW2fgq

It seems a lot cheaper than just buying a mobo for the dual xeons. I'm on a i5-2500k atm and its killing me with its slowness.
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>>
>>518321
>hahaha, fuck that expensive shit, just buy an fx8320 or fx8350 with a good water cooling

that's like saying buying a riced out civic is as good as buying an actually good car
>>
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>>518390
>haha, eat shit, faget
>I don't know what kind of shenanigans clarisse uses, it's probably something like euclideon, some kind of point cloud ray tracing bullshit, I don't care, honestly, it's awesome, but unfortunately, fagget, it's a rendering and compositing software, not a modelling/sculpting, etc one, no other software can preview so many polys(or might not come even close) without a good gpu. Even if that kind of algorhitms are the future of 3d viewports, that doesn't mean they won't be accelerated better by the gpu, how do you know that? You don't, cause you are a retard without any kind of knowledge in 3d graphics.
>O yeah, I forgot the guy with 300 dollaroos budget used shitstained motherboard without ram can afford a render farm the size of holywood productions, of course.
>You should kill yourself, fag, gpu is the best solution for amateurs and small devs right now. Given that there are a lot of gpu renderers with success in the industry right now, I'd say it can do enough.

take your thumb our of your mouth speak like a grown-ass adult. this isn't a childrens' board
>>
>>518318
Hey OP, please ignore the AMD shitposter. I just posted in someone else's 2670 thread, but I recently bought a dual 2670 supermicro server with 64gb used, and set it up as my 3dsmax rendering box. It's really fucking awesome. My workstation is an aging 980x, and the dual box is almost 4 times faster. Paid around 900usd.
>>
>>518318
I have a based first gen i7-950 OC'd to 3.75 Ghz Boooyyyy Ayyyyyy
>>
>>518322
GTX 970 works quite nice for the money with Vray RT (active shade is pretty useful). You can also buy two of them, just makes sure you have a powerful PSU (aim for 750-800 watts).

>>518324
This actually depends on which renderer you use. If you use Vray, you pay around 250 euro/dollar per extra render node. This means that using a large number of cheaper pc's is not smart. Better to get as many cores/threads for the money you can buy while still buying something recent. Check benchmarks before you buy and use common sense.

Also keep in mind that if you overclock the CPU too much without being skilled at this you could end up with a pretty unstable system. It is absolute nightmare to have for a workstation. My advice is to just not overclock your workstation too much, after all if you have a new CPU the added benefit won't be noticeable unless you do hardcore simulations or rendering (but for that you should have a render node).

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eyyy i did something
>>
like cockwork

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Rate my sweet eye I've just made. Isn't it cool? It was so damn easy.
>>
Its not in VR 3d so why would we care?
>>
its shit
>>
>>521445

It's too reflective and blurry.
>>
Cornea is supposed to bulge slightly over the iris/pupil area. Iris is actually a flat group of small muscles and not curved like the rest of the eye. Pupil is the hole in the sphincter of the irish.

This is a terrible eye.
>>
>>521530

>Pupil is the hole in the sphincter of the Irish.

They're always after me lucky charms.

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Show me your models
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We GiTS now boys.
>>
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>>521509
Planning to take into z-brush soon enough, as well as texture.
>>
why do you nerds only make weapons?
>>
>>521519
>why do you nerds only make weapons?

...

>scrolls back up, butt plug... women..

This anon must've seen things to have such a broad definition of weapons.
>>
>>519765

Obviously preparing for the inevitable porn market for VR.

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A well trained eye that can spot any obvious anatomy mistakes? :) Trying to improve so any input would be appreciated.
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>>
>>521453
Thanks, Posting here actually helped my proportional thinking a lot. Can't believe I didn't see how short his legs were before.. ^^
>>
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>>521459
come on mate, get some proper refs
and fuck me those colors want me to kil myself
fucking change the materiel to standard one arfghhhhhdfasfasf

knees lower, stop with those cut in forms, and get those biceps closer, you also lack one ab intersection and half of his kness
on top his biceps go face towards his body and triceps outside
and flatten those feet, how its not pissing you off?
>>
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>>521459
>>521440

Consider pic related anon. Otherwise you will quickly discover things like this the hard way the day you start rigging stuff.
>>
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my well trained eye notices your model is lacking genitalia
>>
>>521490
Thanks, I'm learning all kinds of shit

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Hey guys, what is the best way to bake normals in your opinion?
I usually use maya, but they often turn out very messy and I just end up having to do trial and error until I get something decent.
[Pic related, its me when normals look like shit.]
>>
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Best way to bake normals is not to bake normals.
>>
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>He still bakes his normals
>He doesn't microtessellate everything

NoRAMs pls go.
>>
>>521501
Not op here, I just started blender(modeling) and was going to bake normals... whats the best option?
>>
>>521498
>>521506
I always separate the object into non-intersecting pieces where possible and bake them in groups with xNormal.
>>
Use blender instead

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this thread is dedicated to critique only
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>>
>>521331
David O'Reilly?
>>
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my first keyshot rendering. i know theres no eyes yet. whats a good way to make skin texture on something like this?
>>
>>521470
if its a sculpt then polypaint or vertex paint
>>
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yoooooooo
>>
>>521362
I think you need a darker roughness value overall. A quick google image search shows that most of these are pretty shiny. If it's meant to be dirtier, then you should get a lot more variation into the roughness so it seems like grunge.

>>521401
The fences are looking pretty good. It's weird to me how the color balance of the verticals is so different, though. I get that you want them to stand out but it's too much imo. There are also a couple darker boards that look out of place. Are there ladders that have round verticals and rectangular horizontals like that? Something about the design or scale of it looks strange to me. Anyways, I think overall you could introduce more breakup into the noisiness of the surfaces.

>>521499
Try hiding her scarf. I bet her head/neck will seem disproportionate. What's the overall design? I feel like the face doesn't quite fit but I can't tell with only seeing this section. The upper lip area feels very sharp and I would introduce more softness to it. The bottom of the chin as well doesn't feel fleshy enough, like just the chin bone is sticking out and the fat isn't there (she looks chubby enough that it looks incorrect to me). The model seems pretty stylized... so perhaps slightly larger eyes would help.


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