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Welcome to /3/ - 3DCG, 4chan's board dedicated to 3D imagery and modeling.

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 down for a useful FAQ and resource links
59 replies and 57 images omitted. Click here to view.
>>
Click here to open this thread.

so imagine that i got good at 3d modeling, how do i realistically make money? is porn the fastest and easy route? how do you build a fanbase or do you make videos for pornhub and cash on views?

i dont want to work in a studio or with other people, want to fly solo here
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>>977045
I started posting pornographic LoRAs to CivitAI. On first weeks I got so many fans/stalkers commenting every post and writing me personal messages...
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>>976664
>or is that a meme?
It is a meme.

Simply disable the texture and see what a ugly warped mess it really is. The textures it makes are literally the only thing faking this to be like the scanned model.
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>>977857
id argue it makes a good base model for you to clean up if you are faster irl than digital, any texture that comes out of it could also be useful for creating the better one later on.
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>>977907
>id argue it makes a good base model
LOL it does not.

>are faster irl than digital,
LOL. There is no faster with photogrametry you need to walk slowly around the object or the camera gets confused and fucked up by fast motion.

>>are faster irl than digital,
Post the mesh you get and what phone and what software you used.

Because these blobs it generates are so trivial that everyone can fart them out in less then it takes for you to walk to the object with your phone.

I used photogrametry software before and here is the thing.

The only good thing about it is that it generates non-geometric blobs that it then wraps a texture around it to fake for the humans the illusion of detail. And in 2024 the uses for this are limited.

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>>976664
People do make money by doing this, but with much higher end scanners scanning stuff like old out of print miniatures

I would assume it's also pretty much completely illegal under copyright law

is there any ACTUALLY Physically-based renderer that can simulate the wave-particle duality properties of light to recreate the double slut experiment?
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>>975901
the method used to observe photons is destructive, hence why they change pattern when "observed"
so yes, it can be simulated
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>>975901
you want a double slit or quantum eraser double slit?
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>>975901
To recreate the double slut experiment just render your lady like normally and then cross your eyes slightly
>>
double slit isnt about light, its about particles launched one at a time
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>>978129
Isn't the double slit experiment a demonstration of how light diffracts near edges of objects? Like you see a 'diffraction pattern' traditionally mistaken for a 'interference pattern' even with single photons because even individual photons will diffract along the edges of either slit.

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/Questions Bread/. Post your 3dcg questions here and hope for good answers. Lets'a go
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>>977725
Retard proofing might be failing, but that's still just key frames.

Maybe I expressed myself unclearly, I want the path to draw like writing a letter, not appear instantly like key frames.
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>>977730
What?
You asked how to draw a line. Not how to make an animation of the line being drawn.
In any case, you want the "Build" modifier on your grease pencil object.
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Posted same question in the /beg/ thread
Looked through the sticky, couldn’t find specifics regarding premade assets
Are there any good websites besides cgtraders and turbosquid for premade assets? Specifically sci fi vehicles?
I’m working on retexturing stuff to see how to render out unlit textures…
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how do you achieve this kind of motion blur that pops up in 90s and early 00s stuff,https://youtu.be/4W1c7vIKdDk?t=467 fps is not capped in this example https://files.catbox.moe/9j1nr8.mkv
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How can I turn a red normal map into a lilac purple normal map? I have gimp and paint.net at my disposal

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I am now much stronger, and now have mastered AI as well as 3D and 2D.
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>>977992
>1D pong with anime girls
okay, interesting idea. Maybe next you can work on Watching Paint Dry Simulator 2024
>>
>>977992
>>978003
its literally an autistic ripoff of tekken volleyball.
prepare your ass for lawsuit from namco, cris.
>>
>>977992
Hey thats honestly really neat. I work for an indy dev company and its always nice to see pepole make stuff. It just seems like the wrong board ? Yeah then again the game boards are really awful for the sake of it when it comes to dev. Lot of spite. Just find a normal place to post your stuff you sweet summer child.
>>
>>977992
I would suggests a 10-50% speed increase each hit with a frame perfect timing to always block regardless of speed or actual hit

this will make people have to input the command faster and you won't get stuck in an infinite loop

if 2 people played in an arcade the person would likely advance toward the player, you could add in a feature to hold the projectile by holding back back down and forward down, this would fling the ball in the direction that the stick would take to reach neutral, with the back up position causing the player to jump up before launching, and then at the apex the direction of the stick, back back up or back down would further make the character move in that direction.

possibly after block a forward up forward down or forward command could fling the ball at a faster rate than normal bouncing it back and forth would provide.

from here, have 2 balls able to collide, and have a splash damage radios from it, just so you don't have 2 people skill locked on firing these things off constantly till a time runs out, and to disincentivize only countering the ball with another ball.
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Time to retake my style, but polish it more.

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/wip/ - Works In Progress - Impostor Collage Anon Edition

Hey degenerates OP here, I made this here collage to honor the OG. All hail collage-kun, he's the best of us.
Anyway post your work-in-progress projects, recently finished projects, or things you'd like critiqued here.

Previous thread: >>972982

List of free resources: https://pastebin.com/cZLVnNtB (embed)
/3/ Discord: https://discord.gg/gbYCEBPuK2
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>>978116
He's a crude dude with a rude tude who doesn't follow the rules except his personal code which he threw away that day they betrayed him and now he has to find out what it takes to go all the way.
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>>978117
your advice is sound and also made me notice the blatant fucking ngons around her tummy. why am i a retard. thanks anon
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I managed to rig retopo and rig a goblin girl.

I'm learning.

Anyone have any resources on curve hair? I want to try that next.
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>>978121
>>
>>978126
fun ideas, the goal is to make a "kit" for 3d printing so I'll need to do probably 10 or so different hair styles

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What is the 3D equivalent of Drawabox? If you don't know what Drawabox is, it's an art program that focuses on fundamental skills such as line control, perspective, form, and constructional drawing. The 250 box challenge in particular drills into you the mechanical skills and resilience needed to git gud.
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>>978006
My eyes.
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>>977815
Totally.
I fell for this trap for an entire one year. Grinded like mad. It helped me jackshit.
When I started to work on my projects, then, and only then, I evolved and the fundamentals made any difference.
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>>977815
Completely based, grind fundies by making what you want to make and being ok with the product being flawed. The only time you should be grinding something in isolation is when you're trying to do a specific thing and you don't know how.

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When do you sculpt and when do you box model?
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>>978084
Box modeling is for making something mechanical, architectural, or low poly,

Sculpting is for organic shit that you just can't get right with box modeling.
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>>978089
>>978095
Insightfull.
>>
If you're shit at one you have to do the other
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>>978084
https://youtu.be/lGJBUauU-CE?si=0Ms4ZHbpAB9AC4n4&t=170
>>
You use both interchangeably all the time and just about every model will use some amount of both. Generally speaking though the more gribbly and organic, more sculpting, the more mechanical and clean, the more modeling. Something like an anime female face will usually strike a balance between the two.

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Just got announced at GDC. How over is it for material artists?
>Adobe says it can generate “photorealistic or stylized textures” from prompt descriptions, such as scaled skin or woven fabric. These textures can then be applied directly to 3D models, sparing designers from needing to find appropriate reference materials.
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>>978099
God these niggers are doing anything but improving substance, Adobe buying it has been the worst thing that happened to 3dcg ever
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>>978107
i think this was inevitable, even if adobe hadn't purchased substance.
but yeah, substance designer is dead software walking imo - i'd actively tell people to not learn it if they haven't already. i feel bad for people who've spent years getting very good at it.

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Another blog post of a guy hoping to make it.
for reference i never complete any projects cause I'm lazy and I lack discipline, also because I have a day job.
Let's see if I can finish this time, goal is to finish a base mesh with game res and textures, as well as eyes and hair cards.
Also, please feel free to destroy me, I value your opinions.
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>>977989
too sexy? well that's a compliment, who cares about the industry anyways.
>>978036
now you made me paranoid haha, I'll try not to touch it too much.
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>>978049
Based great thread. If you're planning on using this model for commercial purposes I recommend you follow industry standards and give her huge boobs
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>>978071
theres great demand for pechapai in the market
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>>978074
>>978071
what do you think would be the best way of making money off models like this one?
unreal store? pixiv? twitch streaming? somebody even recommended daz,
thing is idk if I'm good enough to be profitable and I really would like to start making some money off the skills I have now, instead of spending another year learning animation while being broke.
I just don't wanna do customer service anymore...
My last job payed like 3 dollars an hour, getting yelled at by Americans all day long for 12 hours everyday, and 60 hour weeks for which I only got payed 50, it's so dire.
>>
>>978106
kek where are you from anon
im an american and my old call center job got outsourced to vietnam shortly after the pandemic. it sucked but I hear it's even worse for the viets who took over, shitty hours and all that plus basically having to be nocturnal to account for american time zones. fortunately managed to escape it right before it happened though but my friends there were not so lucky. hope you make it, customer service is a soul killing work for sure.

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So I'm finally unbanned. /archviz/ was cool but was pruned in the ban I'm no longer in the mood for that.

So /3dsg/ anything 3ds max related. Tell me if you have any doubts using this god awful fucking piece shit of a software, wips, works etc etc.
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I extruded a house plan imported from a dwg file & simplified some splines by welding points but some faces come up flipped after extrude mod is applied

edit normals hides all splines & gives some faces as if I applied a surface modifier
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>>977665
Nope sorry.
>>978047
No fucking clue I'm still using 22. Stabiliy is king. I never change version until I hear from at least 3 updates/bux fixes.
>>978085
Fixing splines is the bread and butter of archviz in max. I can't see shit from that screenshot If you post the dwg (or a t least a part I can make a quick video on how I'd do it). 1.Don't use the fix normals modifier, you have more control with the edit poly modifier. 2.Bad splines give bad geometry, never extrude until you have a 100% congruent spline.

Max has a lot of features nut seriously lacks in spline tools. I have some vanilla code for that purpose but It's not for beginners since there is no use for it if you don't know what needs to be done.
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>>977656
Still have a lot in my lap this month but I haven't forgotten. An do its far easier to code a scipt that fixes geometry than one that creates patches.
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>>978098
I had to put editable spline over the base edit spline (after deleting all other modifiers) to recover its shape, doesn't anything otherwise, just gizmo
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>>978103
how it looks pre-edits

I want one of you to show me how to make low poly model like this. Please show me. Please, please. Please. I want someone to stream and show me. Please. Why the fuck do I have to learn on my own. Please show me.
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>>973763
You sound insufferable. Go look up tutorials on YouTube
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>>973771
he is streaming it, so mostly a lot of teaching/talking, hell I skimmed it, and he was going on about making a playdough finger to have a scorpion attack it to extract poison.

but in skimming... its like holy shit, he is barely using the program to sculpt, at that point he in all honestly would have been better off getting a base model and then moving over to blender or any other poly modeling program rather than trying to poly model in z brush.
>>
>>973781
its far FAR easier to sculpt an organic thing and then scale back with a remesh than it is to make it ground up from pollies unless you specifically draw it to be modeled.
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>>978073
for a model as lowpoly as the one in the op image you definitely do not need to sculpt and remesh and bake etc its very clearly handpainted textures
to remesh it you would be losing so much detail theres literally zero benefit to sculpting and remeshing it all for a baked texture you wont need because op is handpainted
your method would require so much correcting and polymodeling you might as well have just polymodeled it to begin with, massive waste of time
>>
>>973763
I just go here
>https://www.models-resource.com/
and download a model I like and study it, it's topology, it's textures. No fucking industry big wig is going to teach you how to make texture convey form to keep poly counts down, all they know is pixar shit.

what do you guys think of my animation, there will be more scenes following.
its been fun working on this so far
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Track the arcs on his wrists they're too straight. I'd break up the action of him leaning backwards and pushing her back out. It's too uniform, probably the biggest thing making the physicality look less natural than it could be. The other is that you're not moving either of their clavicles. When she's looking away her upper torso should rotate a bit towards screen right not just her head. I'd break up her looking away and raising her arm too. Think about it from an acting standpoint. She wouldn't try to push him away and also look away at the exact same time, looking away would make it harder to push him away. She'd start pushing his face away first, and then start turning her head away when she realizes she isn't strong enough to move him. It doesn't make sense to me that her pupils change size so drastically, especially when there's no change in the lighting. Her eyes are generally too frantic and sort of feel like they're being moved randomly just to keep them alive. But the eyes should reflect what she's thinking. Assessing this threat in front of her, and then looking away to dissociate from it when she realizes escape is futile. All you need to keep them alive are blinks and very small siccadic movements which would help show her fear. The first place most people will look is her eyes which makes it a big problem that her pupils aren't visible for almost the first 2 seconds. You can always cheat it to camera if you have to, it doesn't actually matter if she isn't really looking at him as long as it appears that way from your shot camera. There's also a ton of unnecessary negative space on both sides of them, which means you can play with your cameras location and focal length to get closer to them which will also help the audience connect.
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>>977808
https://files.catbox.moe/b8novl.png
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>>978087
Where you gonna post it friendo? You got twitter or anything?
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>>978088
Hello! Thank you for the interest. I have one, but its kinda dead, I will post on some boorus probably,
but I keep the thread marked til I am done and will post the Links here
>>
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>>977692
>>978090
It's good but if I had to give you one advice, it would be this, your animations are a bit stiff. If you can fix the stiffness a bit, it can really be great.

Maybe the lick pushes her cheeks up a bit and there is a slight pause when he tries to lick it up. Maybe her head is pushed back a bit too and pupils dilate with a shocked expression?

I think looking at 2d animation or exaggerated animation like Cloudly with a Chance of Meatballs might help you to get less stiff on these kinds of things. It's always better to make it a bit more exaggerated than bit more stiff because how it looks in motion it'll seem alright.

Nothing more of a boner killer than stiff models. If you look at a lot of the good porn artist like Redmoa, Nyl, Diives, Amazonium, Hooves-Art all of them have some level of motion whenever something is being done. It doesn't give the lifeless doll type of animation. Sorry if the critic is harsh just giving my thoughts.

hi! i need to make a 3d wax seal for my project and I found a simulation of it (https://www.blendswap.com/blend/18170). My question is how do I replace the logo used there and can I transfer the final result to another blender project?
Thanks.
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>>978094
Delete this thread and ask in the numerous other questions, blender, or beginner threads on this board.

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This is from Lethal Company. Whenever you're modelling/texturing/rigging/whatever and get hung up on stupid shit that nobody cares about, take a step back and remember that this game made $100m
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>>976953
Blender and its rendering bugs have rotted your brain.
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>>976953
Pull the model yourself from the game it's not great, check RubberRoss Vida where he's making a mod for the game and was given the game ready assets by the dev and you can tell it's a bit fucked.
>>
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>>976877
artist sama can you spoon feed me the best way to go form high poly to low? I want to downgrade some high res kitbash packs because everything is better when it's worse
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>>976873
Reminds me of this UE4 devlog of mildly popular steam game with around 3,000 overwhelmingly positive reviews. In the video they showed the blueprint for an enemy that basically just followed you around and attacked when in range. picrel.
>>
>>978091
WHAT THE FUCK


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