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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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I exported the Daz3d Gen 3 female character to look at the skin weights in Maya. I've never seen volume preservation like this before with out fancy blend shapes or something but it seems like they did it here with only skin weights.

How did they get the weights so perfect and how is the bottom keeping its volume when bent this way?

In my image on the right you can see a normal smooth bind and on the left is theirs. I've tried painting over their model myself but can't get the same results. The butt always collapses.

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that's a clean topology
>And if you wanna sculpt or modify your rigged model, too bad because you have to go through all of that corrective blendshape retardation again.
Actually it's just a matter of workflow, using attribute transfer or a mesh deform cage to decouple the blendshapes from the actual mesh basically takes care of the problem.

Daz uses a combination of Triax weighting (where each rotation has it's own weight map) and Joint Controlled Morphs to make their figures bend so well in Daz Studio.

To make the JCM you pose the figure in it's extreme pose and export it. You then correct the awkward deformations around that bend in a modelling program and load that as a morph. Then you set up a controller where as the figure bone is moved it applies the morph proportional to the movement of the bone so in the end the figure bends without the wonky distortions that a simple weight map would produce.

There isn't really a way to export a Daz figure with the triax weighting and JCMs intact. When you export it as an FBX it converts the figure to General weightmap instead of Triax and the JCMs are lost.
>that topology
>focusing on joints and muscle folds
Why don't people do this more often?
It looks perfect for all needs.
>Why don't people do this more often?

Very few people comprehend all stages of the process, you gotta be a modeller, a rigger and an animator rolled up into one to be effective at developing stuff like that.

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post pictures
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They're trying to make "a realistic model with good proportions". I.E. They're striving for 1:1. And they're really good at it.
Are you playing stupid just to win internet points?
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You have no idea what 1:1 is, do you? I've looked at literally hundreds of making of art books for AAA games and movies and not one is going for 1:1
>I've looked at literally hundreds of making of art books for AAA games
And still you thought that they were showered in CAD-data? Guess you just looked at the cover

Most racing games with real cars are trying to make the models as true to life as possible, no "artistic interpretation" at all. Like I said. some even laser scan the cars to remove the human element as much as possible. I don't know whatever autistic definition you have of 1:1, but it's not changing the fact that they don't sculpt when they're going for realism
>And still you thought that they were showered in CAD-data? Guess you just looked at the cover

>Most racing games with real cars are trying to make the models as true to life as possible,
racing games don't even damage the vehicles when they collide with other objects my son
see >>524460

>don't even damage the vehicles
Are you deliberately confusing (playing stupid again) realistic models with realistic behaviour?

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How do I make animation this good?

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Any partially experienced animator would see that it isn't mocap just looking at the way it moves.
The fact that other anon thought it was mocap is either a praise for the animators or an embarrassment for anons lack of awareness.

I'd say mostly the later.

It was a troll post, from someone almost certainly from /v/, meant to be a snide remark and/or jab at Blizzard's skill.
The obvious sign of troll posts is that they're always in all lower case letters and have no punctuation.
Doom, Rage And Wolfenstein were animated like that
Maybe you should try animating in 2D, I've read that you can get better if you've learn 2D before 3D

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I was wondering if there was anyone out there who is either good at modeling or can get the model of Nathan off ps4, to make a model of Nathan's head for a GTA 5 mod i am making, any help would be much appreciated
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10 minutes come on man Frank Tzeng did it in 5.
>model extracted from the original game
>looks like absolute shit compared to it


It will be the same when U4 Drake gets ripped. They have an entire team just working on cloth, hair and skin shaders ingame. Raw model data and textures are just one piece of the puzzle now.
They use stock shaders with basic settings to render those so of course it's gonna look worse than the ingame ones.
People into ripping game models generally don't understand a thing about how to actually set up and make use of the content they unpack.
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here you go

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Honest question, why everybody here hates Blender? pic related a render made with blender
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>so your telling me every render does PBR differently?
Physically based rendering is just rendering materials you put on an object based on real world parameters. Anyone who says "I do PBR rendering" is talking out of their ass and doesn't know shit. All unbiased renderers do essentially the same thing. however some do certain things better than others. When it comes to node setup all the complexity comes from whoever developed it. Really those multiply and color ramp nodes are for fine tuning and can greatly help sell the realism if that's what you're trying to go for You pretty much only need one unless you are going for a really complex material. See pic related. Used with Luxrender.
i think i found a solution, but thanks anyways
lux does have a nice metal material
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I love Blender, look what I made following a tutorial, you watch I will be making cool shit in no time.
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> A month later.
fuck Blender
You're on the wrong tutorials, mate.

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I want to make a Trump coin with Trump on one side and the MAGA lion on the other. I have uploaded some images to give you an idea of what I'm looking for. But I'm not good at 3D modelling and need someone to model a 3D relief of Trump's face. If someone helps me out, I will make one for you and send it for free.
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how about a pointy hoodie on the otherside with a thumbsup and a hair toupee.

>heads and tails
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Hey, that looks very good. Could you up the contrast a bit so the features stand out more? Also, can you set the height of the relief to 2mm?
And I have the other side with the lion already done, that's a real picture in the OP.
I'm using a CNC bench for the coin.
Also, you can message me on mortaviajewelry@outlook.com if you want me to send the coin once it's ready.Should take a week or so.
Or if you want, I could make you something else in return. A custom pendant, ring or whatever.
Thank you very much!
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When I started I set the dimensions to that of a euro coin. According to this 2mm would be the purple box. Is that correct.

You don't need to give me anything, just learning and messing about here.

I told you faggots it's a business and OP is just cashing in.
I want to make quite a big coin, 30mm in diameter. so the head would be 20mm or so from neck to top of head. And actually, make it 1.5mm in height, please. 2mm might be a bit too much.
What program are you using? I just started learning 3D modelling. Used to make all my jewelry by hand before.

Any of you fags selling shit on Unity store/Unreal /Whatever?
I'm pretty handy with landscapes, so I was thinking maybe I could earn a little extra.
How much $ have you made, if any?

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/g/ didn't believe me when I said that this picture is CGI. Just look at it.
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Another rover. There's more than one, you know.
Go make a scene somewhere else, retard.

Yeah, it definitely looks like a cgi but this is probably due to the fact that the lens is curved, and the photo probably went through some sort of noise reduction process since the information might have gotten a bit distorted on its trip from Mars. Besides, these photos are composites, apparently from over 57 photos.

It's clearly a robotic arm with a camera for inspection and vanity selfies, you can see the shadow in the image.
What if the earth is flat and everything we know is BS libral propaganda trying to get us to stop using fossil fuels so the terrorist can win.
Scratch that, looks like it's holding a mirror.

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Why are you on here when you could literally me making memes for money

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I'm planning to live to 150 so yes I'm still going o be having kids well into my 80's..
if that thing could make arianna grande heads you would be a millionaire.
I hope you enjoy having to euthanize them after you realize that your creations are all retarded from that sperm degradation.

Sagging skin and short telomeres aren't the only signature of aging.
Science mate I'll find a way. You are just jelly I will be fucking the 18 year old classmates of my great great great great great grandchildren when I'm 140
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I will just print 3d jews and 3d shekels to pay them with. Then; copyright schmopyright.

I will follow Weev protocol and use a quickly biodegradable ink, dont want jews running around after they finished schystering. Nothing good would come of that.

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New WIP thread
Hell-on-Earth edition
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pointless / masturbatory
just like your life
Can you post the animation?
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this thread is dedicated to critique only
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No one can really critique it without knowing exactly what it is supposed to be, what it is going to be used for and without seeing the topology.
generic blob demon. Everything is bad. no, i'm not trolling, Start again with a human head. Follow some tuts, repeat until not blob-tier.
If I could suggest a workflow for doing Star Wars weapons, do it the way the actual people working on the movies did - find out the real gun they modded, model that and then pop the fake parts on after that to make it look nifty and real.
Barrel is a bit long, the top could use more hard edges since it looks a little to much like a ray gun.
You should use a different texture for the latters they blend in with the wall to much.

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what does /3/ think of rwby's success
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You probably don't animate yourself. 'hyper action' animation with characters flying around changing poses is not more difficult than walk cycles, it is much simpler.
Reason is such fight scenes depict motion that is impossible. People accelerate and spins in ways that is not only super human, but consist of motion not driven by the muscles.
Therefore they do not have to deal with conveying any weight or physics.

Walking/running in comparison is actually very hard to animate convincingly since it's something everybody knows what it's supposed to look like.
In general the way loads are transferred throughout the skeletomuscular system in natural motion is a complex interconnected mess that takes a lot of experience and careful attention to replicate well.
Monty actually had a motto of "something is always better than nothing" that it was better to make something and have it suck then sit around not doing anything becuse you worry it will suck.
Monty also worked stupidly fast and scarified quality for speed and quantity.
This mentality is highly problematic. It is the main reason why the world is buzzing with crackpots shamelessly spewing ill-conceived bullshit at the very pace their lips can move or fingers can type.
People like this think being opinionated and vocal about things is good regardless of their comprehension of what they're dealing with.

Something is not better than nothing when the noise to signal ratio is so high that it just muddles up things and become part of the background noise.
Anyone looking for something worthwhile must wade trough a river of crap neck high with a lantern just to find the cherries in the crap cake thanks to people like this.

Shutting up and working on your delivery until you have something substantial to contribute is golden. For silence is golden and less is more.
Well, that is an "interesting" opinion, but that doesn't really have anything to do with making stuff. Talk radio and punditry sure.

The point is that its better to try and fail then never try at all. If all you do is sit around and talk about how you need to get better then even rendering a house will be beyond you.

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there's so much of it to be found in the Poser scene
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rip 2004

2004 - 2004

I'll never forget where I was when I learned the news that 2004 had died.
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"ART" coming through!
that face is horrifying

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Architecture thread

Modelling a small beach city right now, I'm working on pic related specifically atm. R8?
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Old and outdated Kerkythea. Also, most of these renders were done using Ambient Occlusion, each one took about 10 min so the quality is not the best.

Thanks a lot, also this pls >>524122
anyone knows if you can re download the twinmotion trial again after the 30 days?
I guess you could put a fake e mail, name and adress, not sure if they verify these things. Probably says in their license agreements that you can't do it tho.

Maybe it detects on your system if you had it installed already?

I guess real problems would only arise if you'd publish your works without a valid license tho.
>tfw I use an iMac and can't use twinmotion

We use twinmotion at my work over unreal. I think the main reason is the TM creators are French and our boss is french kek.

That said i personally prefer TM to unreal for arch viZ for us because we work with large models, like entire resorts and such, so the ease of dealing with materials and environmental settings on such a large scale is a huge workflow time saver to still get pretty results

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