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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.
72 replies and 56 images omitted. Click here to view.
>>

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Hey /3/. It's me again. I redid the face on this model from scratch and I think it's looking a lot better, but the dead eyes are still weird looking. Any suggestions or critiques?
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>>
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>>477112
looks so much better, but her chin/jaw seems too rounded now. I would make the chin a little sharper and the jaw line a bit straighter, but that might change the look of ethnicity.
The eyes just look dull. Eyes are highly reflective and catch a lot of light. Try forcing the ambient colour brighter and add sharp white specular reflections.
>>
He's missing his adam's apple.
>>
>>477112
You did literally everything I told you to which is good and everything everyone else told you to, which is not.

Turn the model to profile view because I suspect the bridge of the nose is nearly just a continuation of the forehead which it wasn't the first time.

Make the eyes actually look at something that isn't the middle distance to test out how they work.

> the dead eyes are still weird looking

they have no eyelashes whatsoever. How did we miss that the first time?
>>
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>>477436
I actually added some eyelashes this weekend. I think they help a lot. Need to add better eyebrows though.

>>477157
Awesome, I'll give that a shot. The big issue I'm having is that I think the eyes look pretty good up close (at least in my opinion) but the more I zoom out from the model, the deader and more generic they look for whatever reason. Maybe your advice will help out with that.


I'm a bit bummed because I'm making it for a game project and I thought I was done this weekend and as soon as I show it to the non artists on the team they told me that they think it looks too unrealistic and told me to make it look more like the sims for some reason. I respect the opinion of anyone critiquing my stuff, it was just a bit disheartening to put as much time into it as I have and completely redoing the face pretty much from scratch just to hear that it wasn't good enough. I'll get over it, just wish I knew exactly what they want me to change. their crits are vague.
>>
>>477436
>>477157
And as always, thanks again for helping out with suggestions.

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Is modo okay for absolute beginners in 3D who want to make it a fun hobby?

If not, why not?
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>>
>>476041
Modo's kind of come of age since. Its animation workflows and responsiveness are a lot sharper than Maya now. For one, it supports non-destructive modification of rigging, has full support for baking out animation in a huge assortment of formats, supports dynamics, simulations and a huge schematic driven animation driver if you want to create more complex things like treads or the parts of a clock or dependency/response components of animation using a nodal control system.

Every year and a half, Modo grows enormously.
>>
>>477438
https://www.youtube.com/watch?v=5QYNqMeJ6Rs
>>
>>477439
https://vimeo.com/127917176
>>
>>477441
And for a WYSIWYG OpenGL previewing system while modelling. On a good system, this scales anywhere up to 14 million polygons and higher.

https://vimeo.com/127723591
>>
>>477438
>Modo's kind of come of age since. Its animation workflows and responsiveness are a lot sharper than Maya now. For one, it supports non-destructive modification of rigging, has full support for baking out animation in a huge assortment of formats, supports dynamics, simulations and a huge schematic driven animation driver if you want to create more complex things like treads or the parts of a clock or dependency/response components of animation using a nodal control system.

I like modo but last time I tried to rig a character in it I had huge trouble, the biggest issues I had were trying to add clothes or projecting existing rigs weight maps onto a new meshes. Trying to keep weights symmetric as I painted them. Lastly I could not get shoulders or elbows working well, all the tutorials and demo videos I found for rigging in modo just use easy rig cartoonish stick figure limbs. I tried setting up morph maps but it quickly became a mess, symmetry became a huge issue again.

I'm very inexperienced at rigging, so I am not sure how it compares to other programs. I'm conflicted what to do next time I want practice rigging and posing a human character, due to the volume of tutorials around Maya or Blender looked easier for this task.

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HOW DO I BECOME A 3D GOD I HAVE NO ART SKILLS WHATSOEVER AND AM PROBABLY GOING TO ASK YOU HOW TO PIRATE EXPENSIVE SOFTWARE ALSO HOW LONG BEFORE PIXAR HIRES ME AND WHERE'S MY BONG DUDE IT WAS RIGHT HERE A MINUTE AGO

Can we make these threads a bannable offense?
>>
>>477437
I complained about them a while back.

Long story short is that Mods are asleep/don't give a fuck

what program/method is used to make something like this? I am guessing it's boning/meshing a 2d image.
I'd like to know how they transition between images (shape of mouth changes for instance)
Are there tutorials/instructions for this as well?
Thanks /3/.
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>>
>>477294
yeah, in some parts it stretches really weirdly, suggesting some sort of morphing tool was used, like the ones you mentioned.
>>
>>475476
>>475483
>>477282

Nightmarish approximations of the human form, writing in their synthetic flesh. Each motion deliberate and smooth. Their algorythims attempt to mimic our natural fidgeting, but their failings are in their overestimations.
>>
>>477408

go away Smith
>>
>>477412
I'm just trying to get more anime honeys in the matrix
>>
>>477408
The sex scenes are great.
It's a shame it has a lot of futa though.

Here's my current design

Thoughts? Comments? First time 3d printing so I'm not sure how an articulated figure will work
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>>
>>477101
Here's my redesign

Fully posable and printable
>>477104
Salty
>>477295
Nah thanks
>>
>>477409
slowly burt surely temple you are getting there
Id work on the face some more
>>
>>477413
The face is supposed to be a screen so it doesn't really need more detail
>>
>>477415
but it still needs work
>>
>>477420
Any suggestions?

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hi t/3/pots,
just wanted to start a thread with a list of links to procedural modelling software, scripts addons etc, as long as they are either:
-procedural/mathematical
or
-a 'wizard' type software, geared to design of one type of object
.
pic obliquely related
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>>
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plant generators

http://www.e-onsoftware.com/products/plant_factory/
Lindenmayer system:
http://en.wikipedia.org/wiki/L-system
ng plant:
http://ngplant.sourceforge.net/
tree designer[lightwave]:
http://www.polas.net/trees/index.php
>>
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city and building makers
city engine:
http://www.esri.com/software/cityengine
scene city plugin for blender:
http://cgchan.com/scenecity/
building generator plugin for 3ds max:
http://tysonibele.com/building-generator/
>>
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abstract shapes, not geared to a particular purpose
structure synth:
structuresynth.sourceforge.net/
fugu:
bp.io/fugu/old/
article on procedural techniques in Blender :
http://lesterbanks.com/2013/05/exploring-random-and-generative-modeling-techniques-using-blender/
>>
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shipwright, which is pretty cool:
https://www.youtube.com/watch?v=Q3AXHodj5Jo
based on code from Entoforms:
http://www.entoforms.com/
>>
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people/character design tools:

makehuman:
http://www.makehuman.org/
marvelous designer (clothing):
http://www.marvelousdesigner.com/

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Hello /3/,
So, i just started 3d modelling yesterday and did some stuff from tutor4u. These are the stuff i did today. Can you guys tell me what to watch out for? tips/tricks? Mistakes?
>>
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2/3
>>
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3/3
>>
There's not much to comment on when you'e just modelling cylinders. At least you know how to light your scene and render half decent.

W.I.P Post Processing Edition: Post your works in progress. WIP etc
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>>
>>477387
how so?
>>
>>477298
The texture feels like you've faked too much lighting information, and it looks very soft.
>>
>>477384
k now set up a scene where one has more lights and one has less but put both the same meshes in there. your example was shit
>>
>>477417
The difference was so great I was shocked how wrong you were

also my example was not shit, it was proving the point I was making.
>>
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time to quit adding shit to this rig and start animating. Anyone know of some animation reference for a biped with normal and reverse jointed legs like this?

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Where can i buy a 3d model of this?
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>>
>>477345
>>477346
I bet my scrotum that those artifacts are actually present in the highpoly anon baked rather than resulting from the bake.
>>
>>477355
Nope, not present in the highpoly at all.

>>477345
>>477346
Already rebaked in xNormal.
>>
>>477357
I've lost my scrotum to you.
>>
>>477357
>>477358
>>477355
Without actual proof, its hard to tell if anon is telling the truth.
>>
>>477430
Bump.

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does anyone have a good zbrush hard surface tutorial/guide? for some reason, it confuses the fuck out of me
>>
Here are some

http://cgpeers.to/torrents.php?id=40125&torrentid=40057#torrent40057

http://cgpeers.to/torrents.php?id=30600&torrentid=30465#torrent30465
>>
I did a really good 15 hour 5 part tutorial that I am sure was well known amongst the student modellers here. It appears to have been remove from youtube so my guess is he may had moved the tutorials onto digitals tutors or Lynda or something.

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Last design, Ekko sword from League of legends, fully modeled in Maya.

https://www.youtube.com/watch?v=_Eo2L-QqVrA
>>
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>>476960
>fully modeled in maya

Get some better modeling software. Thinking Modo, max or cinema.
>>
>>476960

Thanks for showcasing your impressively bad music tastes. Next time just put some neutral ambient music that doesn't take the spotlight from what you're trying to show.

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How long will it take me to make something this gud?
https://www.youtube.com/watch?v=AbAaMO_gm6Y
>>
with 3d skills: a couple of days

without skills: a couple of months, i´d say 6-7 if you´re jobless and really focusing on it
>>
>>477400
So I should quit my job?
>>
>>477410
yep
>>
>>477410
fuck no
unless you're planning on making money on this, don't fucking quit your job
>>
>>477410
just learn them animation principles

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how do I make sure my animation is of top quality that could even impress disney?

I wanna remake some old 2D snes sprites stances in HD.

I wanna follow the SNK kof 13 way, so I need to make a 3D basic animation first.

What's the most safe and best approach?

Use real life footage?
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>>
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>>476994
>that slight lazy eye

I hope you're taking notes, OP.
>>
>>476952
It's like you're implying Disney creates the best 3D animation.
>>
>>477020
in terms of character animation they're quite up there... at that level it's really just taste

>>476952
rotoscoping isn't going to get you to that level, you need to actually learn animation. it isn't easy (that's why people get paid to do it)
>>
>>476952
3D Animatorfag here.

Don't know how serious you actually are, could be just another delusional fan with no passion.
Learn how to draw first. Learn how to diagram 3D space, place simple geometry and organic shapes in that diagram, the importance of line quality and weight, value, colour theory, character & costume design, human proportion and anatomy, thousands of life drawings, animal anatomy and drawing. Cartooning should be the last thing here.

Now you study life itself, how people behave, move and talk - this is extremely important.
You STUDY not just watch visual media of all types, cartoons to film to real life. Do this while you continue to study everything listed below.

2D animation is next. Learn the twelve principles of animation and cartooning.
[Squash and stretch, follow-through & overlap, easing in and out, arcing, secondary action, straight ahead/pose to pose, solid drawing and appeal] tools and techniques for appealing visuals, [anticipation, staging, exaggeration, timing, spacing] derivatives of acting, your characters life spawn from this.


Your goal is to animate in 3D to trace for 2D? That is a waste if you learn to be a good draftsman by doing the above.
>>
>>477026
someone sticky this fucking post

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Could I get some tips, tricks and crits on this?

It's supposed to be a curious little girl.
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>>
Op, to be able to animate your work? Girls looking cute.
>>
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>>475464
Niiiiiiice!

>>475462
I didn't get your question, anon.
Are you asking if it's going to be animated? Yup, I certainly hope so :) The concepts and model went to be pitched to networks and etc and the answer should arrive around early july, or sooner.
>>
>>475464

Holy fuck, that girl is creepy.
>>
>>475465
>Are you asking if it's going to be animated? Yup, I certainly hope so :) The concepts and model went to be pitched to networks and etc and the answer should arrive around early july, or sooner.

In which country, if I might ask?


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