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

Anyone know any good tutorials or websites for getting started with Unreal Engine 4? Trying to find stuff that aren't too out of date.
1 reply omitted. Click here to view.
I'll tutor for $5/2hr.
Post work? If you're willing to tutor for $2.50/hr you either live in india or are a kid with no idea what he's doing.

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Critique my thing please.
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It lacks the basic understanding of what makes a head a head. Things like form, volume, and proportion. People often talk about symbol drawing, and I think that this is a good example of "symbol sculpting" where you're sculpting features based on what you think they are instead of what they actually are in the context of a human head.

tl:dr stick to hard surface if you're any good at that
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nigga this is what you just did.
Top quality crit imho
What if OP wants to make stylised art?
Ah, ted cruise im seeing it now

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how create model A technique??i ask and you dont help!!help??
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have to do anything??? i ask fucking question, help dumb fucks!
yes i am from india please fuck off!
this is some next level shitposting
>please help but fuck off.


Box modeling vs sculpting and retopology.
I prefer sculpting, I think it is fun and relaxing plus you get more control over the details but I think box modeling is a good method to pull off some really good models.
I want to know how you guys feel about it.
Which one you prefer and why?
21 replies and 8 images omitted. Click here to view.
That's not box modelling, though, it's edge-by-edge modelling and it is superior in speed, cause you generally don't need to retopologize.
Retopologizing when box modeling takes like 5 minutes if you know what you're doing, with an added bonus of setting up all your loops so you don't have to fuck with them later.
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>Muh sculpting

Stand back and watch a master work children.
Hmm wow that's a great job modeling a generic anime face with shit tier topology! (Check out the pentagons on the nose, lol)

Now can you show me a timelapse of point modeling a unique character that is worth money instead of a basemesh that is lower quality than the generic base that comes with zbrush?
>zbrush ... still feels like babys first step into the medium

There is an other sculpting program that is older than zbrush I think and it's sold with a special sculpting haptic device that has motors in it that simulates different densities of the clay. It is very mystical application because it is barely used in the traditional 3d art scene. It's called 'geomagic 3d' or so. It is used by a few artists world wide only, mainly because it is apparently very expensive and is marketed more in the engineering industrial sector. I have seen it in use on some youtube video. Dude made prototypes for polymer manga figurines with it that looked truely awesome. Unfortunately this is one of those programs that has no price tag, you have to ask the company for "an offer".

Futaloli containment general
Previously on DSG >>544997

Pardon the lazy pastebin, this is V1, please respond with suggestions etc.
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I made one but haven't sent out any invites yet. Too afraid of being responsible for file trading and some of you fags uploading loli 3d.
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Dazbro, I know you monitor these threads sometimes. You did me a huge solid by getting me that giftcard credit in one of the previous threads for my suggestions.
Will there be any sales coming up featuring the Rune Pro bundle? I've had my eye on it for a while but $$$.
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There any Nazi-esque outfits for G3F or G3M?
I suppose G2 works too since I can just autofit.
your best bet would be to check vendors oskarsson and powerage.
They have produced clothing in that style in the past.
Small question. I am new to DAZ and from what i've seen, if you pose your character, it automatically positions muscles etc instead of bending like usual bone rigs, i assume they do it with morph targets. If i export my DAZ character to say Blender, is it still possible to have the same feature? For example when i pose or animate the character in Blender that the muscles will bend correctly the same way they do in DAZ? Or does DAZ use some script, that the correct muscle bending only works in DAZ when posing?

TL;DR, I want to animate a DAZ character in Blender with correct bending and movement.

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Is Blender good to modeling/make games/animate?
- Blender is open source, and you can use it for free.
- I've been practicing low poly with it and is easy as hell.
- You can program in Python with it, and create games (I don't know if this language is great tho).
- You can also animate with it.
- I have it downloaded on Steam, so it updates automatically (I think this is important).
It feels like an all-in-one program, sounds great!
Do you have any ideas and/or comparisons?
Is it possible to just do everything with Blender? (and maybe Photoshop to create textures?)
I am just wondering if there is something more convenient and/or easier.
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you can add more resolution as needed and then either terminate the loops or loop them back in
Yeah, but with any sane topology the loops cross between various body parts.
I have never seen a topology where the arm and leg resolution doesn't factor into the torso resolution.
Fuck, is still alive! I'll answer >>551681.
>You don't know shit about programming.
I've been codding some interface patches to me in order to "work" with the VSE I know is not a big deal
>no left click select as default
Yes that should be default has been requested hundred of times, when u change that lots of things don't work
Blender is free forever. Maya may die. Max may die. If any of the software you use suddenly drops support, you're basically fucked. All your learned skills will be for naught. Blender is forever free and open.
lol maya or max won't die.
its still got a strong foothold in the commercial industry.
what will change is sculptors using different programs for retopology and baking other than max or maya

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"What do you think of our guy's famous "floating geometry everywhere" that you then bake down?

Is it the future of modelling?
67 replies and 7 images omitted. Click here to view.
Mobile GPUs are here. get a Alienware laptop.
One of the reasons why I dislike most fantasy and scifi literature and movies, every stupid decision is explained away with "but uh, it's MAGIC/THE FUTURE".
grip is too small, trigger guard is too small, trigger doesn't have enough space to be pulled, hammer won't hit anything, most of the screws and bolts are unnecessary. It's shit.

A lot of his workflow is clearly optimised for modo.

For example watch any of his videos where he makes pipes.

In blender you would have to select the edge, then go into object mode, alt+c to create a curve from the edge, then go into the curve tab to change the resolution and finaly go back out into object mode and press alt+c again to convert the curve back to a mesh.

While it certainly can be used in blender, it is a big big hassle.

Pretty sure he stated already that he went trough a crapton of tools already and just enjoyed modos workflow best.

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I know this faggot is a /3/ user.

Tell me how much will it cost me for you to make me a model like this from concept art I will provide for you?

can you fags give me his tumblr?
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That looks fucking excellent for something that looks stylized for a PS1.

Guy even painted in the vagina bone details. How would you even improve it, senpai?
the body is good, the face is utterly fucked and looks like a cross between redjuice and an indian male
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That's how the character looks, senpai.

You can admit you're not into indian males, I won't judge you.
I'm pretty sure they don't do commissions but here:
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>1,600 Tris

Try again fuckboi

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Im a total newbie when it comes to 3d stuff, so i was wondering what the best program would be to start me off? I only plan on making 3d sculptures of characters of mine. I don't need to animate it at all so if that helps describe the kind of software i'm looking for! Thanks so much for the help.
9 replies and 2 images omitted. Click here to view.
show me what you got, nigga. Then I'll tell you what's best.
blender is not missing any features from what i know. basically most tools are out of the box.

its like maya in a sense. but learning maya and then blender is really gonna hinder you because its not going to be the same unless you key bind everything to be exactly as maya, and even then you will still have to do some searching.
modeling and UV unwrapping are blender strongest points. which is just what you need from this software.
animating is a strong point as well and its the most developed part in blender, however i didn't have alot of time to explore it. everything is there including a good rigging plugin (rigify) which helps you do it faster.
rendering is probably blender's weakest point. you need to be really versed in cycles and the node system to get the most of it. its not like you can learn vray and just hop into cycles a week later.
retopology and baking are decent, but still weak and supplemented by plugins. the baking system is fucking convoluted to the point id recommend xnormal every time.
for retopology you have retopoflow which is a paid plugin. but is able to match 3dcoat and alikes.

if you want to bring blender to a professinal level tool you will need

-archimesh (for architecture and archviz)
-vray for blender (or corona)
-xnormal and substance painter (for games)
all in all its probably gonna cost you like 500$ give or take but its way better than paying for subscriptions all your life.

Use Maya Educational License.
Is having midget fingers a Zbrush positive too?

New to animating (3DS Max). My animations look like shit, but I like doing it. Pic related, most recent animation. Wanted to post animation but FFmpeg is a bitch. Any advice for a lad like me?
Without having seen your animations, I can't tell what you need to do to improve, so here's everything that's just generally recommended to beginners.

>Important book


>12 principles of animation

I'm reading this right now. It goes pretty in depth, but probably best that you read it after the animator's survival kit.

Above all else you need to practice. You can go as deep into animation as you want through reading, but it won't help you unless you actually practice.
Animators Survival Kit makes me want to throw up. 50% of the book is the author boasting about his career or discussing peculiarities that are not nearly as important for 3d, like breaking limbs and animating on 2's. Just start with Timing for Animation. It's not that hard and is by far more useful for 3d.

I was modelling this for a mocap assignment and it was all going silky smooth since it's mostly cylinders - until I got to the hair.

It looks blocky and easy as shit and it probably is, but the artist drew the hair in two different ways in the front and side perspectives. What do you even do in a situation like this? I don't even know how to get started. I can get bodies done quick and faces done relatively smoothly but I always hang up on the hair.

Here's the reference picture:

1 reply omitted. Click here to view.
Make it 3 dimensional
Duplicate and resize the already made hair parts and put them in the areas you think fits best.
First, you shouldn't be using a deviantart guys drawings for your reference, everything on deviantart is objectively shit.
Secondly, here's an already made model:
Third, Megaman legends is objectively the best game
I actually found it on pinterest, though it redirects to deviantart so fair enough.

But I mean, you gotta use what people put out there if you're not an artist. Finding a character sheet with a decent front/side view is already a nightmare, unless I'm missing a place that's a repository for specifically this.
Check out the link I provided, screenshot this guys model from the from the front/side and use his wire frames if you need it.

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vray guys,
I start to making a 3d rendering, useing sketchup and vray, what programs do u use? what u think about my work? what i could do better?
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Pretty good anon.

Besides what >>551051 said, the drawers on your desk seem far too contiguous, I suggest either a simple low poly channel to define the drawers, or if extra geometry is an issue just use a simple line texture.

Also, it's hard to tell but it doesn't seem like the back of your monitors have a reflective map. They seem... too black.
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Meant to attach this.
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Also this comment was directed to OP, I'm just a fucking failure for the day.
needs more anatomy

a classic

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why do sketches need to be black in solidworks?

I don't seem to have any issues executing features with partially blue ones

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Questions That Don't Deserve Their Own Thread

I'll start. How do I achieve a higher level of detail when making a normal map from a high poly model in 3DS Max? Aside from a few things I know I need to fix, the details come out looking jagged for me.
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probably /ic/'s animation thread until more animators show interest in /3/.
Currently there's very minimal animation discussion on /3/, because we either don't have any animators, or if we do they all just lurk.
>there's very minimal animation discussion on /3/
There's not much to talk about, just make them move.
how create level model A technique??deserve??

Can you program in pascal?
See >>553127

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