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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.
>>

Just saw this video. It is litterally the only video this channel has ever made, only 100 subscribers, but somehow they had the funds to create this video. Obviously they're funded by a big person. But how long would it take to create a video like this, and more importantly. How much does something like this COST?

https://www.youtube.com/watch?v=sxnKMKp06V0
45 replies and 4 images omitted. Click here to view.
>>
>studio is romanian
i would say im embarrassed but i hate this country anyway
>>
>>540334
Its all a conspiracy! Trump said it
God damn, we are not safe from deluded /pol/cucks, not even on a kinda dead board like /3/
>>
>>540079
>stuff clipping
>tie jitters around on contact sometimes
>reuse the same animations with different camerawork
>trump is the only thing that's really been modeled in detail
>ebin lens flares make everything better
this is just someone who knows how to do a pretty good job making more with less
>>
>>540079
lol only 30k views wtf really?
>>
>>541549
He's right though. They funded literal mentally ill protesters at Trump events, funded the riots in chicago, and have paid shills on this website. It's not insane to think they made a fucking video

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is it worth cracking this
>>
only if you make full size environments. for assets sb is enough

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What makes this animation look so bad?
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>>
>>542647
>technical limitation

im talking about the animation quality, not the animation rendering
>>
>>542622

Just how? Isn't the hand always independent of anything else in a rig? It makes no sense that a hand would wobble around like that.
>>
>>542644
They somehow managed to make it worse than Mass Effect 3. I'm not sure how that was even possible.

>>542666
It's jittery mocap data that they didn't bother cleaning up.
>>
>>542645
pretty sure they spend a shitload more time per second of animation in movies. think how long the average movie is vs. the average game. and a game isn't just cutscenes (ideally) so resources are going to be directed toward other stuff that movies don't have to worry about
>>
>>542648
>Implying /3/ can tell the difference.

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I started really trying to learn substance painter yesterday and I spent most of today with it as well.

It might just be me, but I'm feeling pretty disillusioned here. I didn't expect to get any great results on day 2, but it's still disheartening and it reminds me of why I usually cling to programs that I already know. I've been trying to learn new 3D things as fast as I can for the past 2 months or so and I think I might be fighting burnout at this point.

My brain is straight up refusing to take in any more knowledge of this program. I want to learn this as fast as I can, but my brain just wants me to slowly soak it in and learn at a slower pace. I think I'm trying to outrun the fact that I might be dumb. Anybody else find themselves with this sort of a "learning new things" problem?
10 replies and 1 image omitted. Click here to view.
>>
>>541663
From a Non pro's perspective, I can tell you this. It doesn't take a pro to see that it looks like dog poo-poo. I also can say I can't do better.
>>
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>>541310
This. I started a few days ago and am having a blast. Once the whole "Add Black Mask and then use the UV tool" thing clicked, it's a breeze.

I messed around with 3D Coat first, and while I'll still use that program to UV, the workflow of SP is so much better.
>>
>>541720
>So many scratches all with the same seed

c'mon you can do better.
>>
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>>541308
Substance Painter is like a mini Photoshop for 3D Artists. Learn how to use layers and generators and you'll have mastered 90% of what makes SP good. Don't give up, it's worth it.
>>
>>542683
its really not like photoshop at all. if you want 3d photoshop get mari

ITT:
>Share your Artstation profile link
>Discuss each other's work
166 replies and 29 images omitted. Click here to view.
>>
>>542630
Forces?
>>
>>542625
I know you are trolling but the front page is really bad. It consists 90% of characters with swords, sexualized women or pop culture drawings, or a combination of all three.
>>
>>542664
Can you show us your definition of "good"?
>>
>>542664
>>542674
I think anon is just getting upset over stylistic/thematic choices

Creativity =/= technical skill. The FP of artstation is unequivocally filled with technically skilled work (inb4 somebody cherrypicks to contradict me). Whether that work is creatively appealing is entirely subjective (and depends on the purpose you're willing to give the website).
>>
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>>542679
This

how do I GL intercept IMVU?
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>>
>>542449
B is way more suitable for that, though
>>
>>542452
i hate you
>>
you can stop using Acronyms if you need help
>>
You don't, it's a shit "game" with worse graphics.
>>
>>542452
C is the way to go

why there are so many 3D communities that are circlejerks?

not once or twice iv seen this.
there is always a prominent user posting shit work and get lots of attention.

is there a community that isn't a cesspool?
15 replies and 6 images omitted. Click here to view.
>>
>>541208
Use Polycount. For the most part it has people somewhat serious to serious and in the industry. They could be circle jerks but to be honest, they have the most up to date art more often than not.

Also, they host AAA studios art threads and dumps. Very good to see how the pros do it from time to time.
>>
Odforce for houdini is a decent community
>>
>>542651
>over 9000 hours rendering sims
>>
>>542651
Odforce is more than decent, I think it's amazing. The Houdini community in general is pretty great.
>>
>>541219
This place is guilty of the same thing OP has been talking about. Dont think of yourself as special.

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old thread >>530724

>biased opinion on the best sites for quality purchased content
Daz3d.com, renderosity and renderotica

Base figure shapes and program available at daz3d.com for free.
The shekeling comes from addon content. Clothes, characters, etc.

>I dont want to pay for shit
Freebies available at the official website but are usually meh content for older characters.
Renderosity has a free section updated semi often.
sharecg.com also has lots of content. ymmv

>What is the difference between Genesis 1,2 and 3? Which one should you use?
See pic related
131 replies and 27 images omitted. Click here to view.
>>
>>542665
Some of the gens installs were a bit messy. Like 5 update files, I just extracted by date and overwrote when prompted. check dazposer.net and skyback.ru as well
>>
NVIDIA GeForce 840M user here
Can I use DAZ properly or is it too weak?
Whenever I activate Iray, stuff remain pixelized
>>
>>542669
You can do it. I run >>542663 on my 950m
Don't forget to enable BEST under Display Optimization >>538148
>>
>>542671
Isnt 950m better than 840m?
Don't know much on the topic, but since they're both "m" and yours have bigger numbers, I think so
Now maybe the difference isnt significant
>>
>>542673
yeah but I doubt its a huge difference. Dont expect fast 1080p renders in iray. Save that stuff for home PC. Just do drafts in like 720p

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“Ask and it will be given to you; seek and you will find; knock and the door will be opened to you. For everyone who asks receives; the one who seeks finds; and to the one who knocks, the door will be opened
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>>
>>541469
But hating Blender-fanboys is no meme, if you ever meet one, it is inevitable.
>>
>>534673
I've got a building with windows that I created by subdividing a cube a vew times. I was wondering how to unwrap the window faces all on one image layed on top of each other so I don't have to drag and size each face in image editor.
>>
>>541469
hating blenderp is a meme is a meme
>>
>>542621
Do you english, my friend?
>>
>>542667
I'm sorry, I was under the impression that I was in /3/ not /lit/. In English: which method can be used to unwrap a group of faces without the need to align said faces to an image?

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So what softwares do you own?

I've only bought Zbrush
10 replies omitted. Click here to view.
>>
>>542521
I use indians loosely. I'm sure a lot of indians also actually buy their software but people from foreign countries tend to utilize pirated copies. My use of the word indian is a loose label for the foreigners who pirate copies, though it's not like the West doesn't pirate either. They just don't pirate as much.
>>
>>542523
no, I can confirm. I am from India and pirate everything lol.
>>
>>542524
now that tpb, kat, etc are gone what do you use just curious
>>
>>542498

I bought 3D Coat. I use Hexagon but I got it when Daz was offering it for free so I technically didn't buy it.
>>
>>542524
That makes me chuckle heartily. I assume you use cgpeers then?

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>18
>uk student
what sort of 3D models make uni's dicks hard?
using maya btw
2 replies omitted. Click here to view.
>>
got into one of Canada's top 3D/vfx schools
turns out they don't even expect students to know 3D, first semester was spent entirely learning 3D basics (they only taught us how to unwrap a prism in november)
ffs they didn't even introduce polygonal modeling until the third week
i don't know what to believe anymore
>>
good ones you twat
>>
WHY WOULD YOU GO TO UNI FOR THIS
>>
>>542557
definitely not this one
>>
>>542557
Don't go to uni for 3D (or anything creative related) unless you're a 1000% sure it's a good course. In the UK, at least.

No QTDDTOTT so I thought I'd make one.

I'm using 2500 samples - why is my image still grainy in the shadows?
151 replies and 35 images omitted. Click here to view.
>>
>>542415
>buying 3d software when cgp exists
>>
>>542415
If it's for use on a personal PC you'll want to test them before buying because each can be pretty harsh on certain hardware configurations. I love using Substance, but Painter disagrees so much with my personal gaming PC that it becomes unstable if I try to run anything even slightly demanding, like Maya or Photoshop, alongside it, and I'd probably be pretty pissed off about that if it was the only PC I had access to.

I can't say for sure whether or not Substance is the better software. I think both will probably suit whatever purposes you have in mind and it comes down to figuring out which one suits your set-up and workflow the best. Try out the trial versions and check out texturing process and breakdown videos on Youtube.
>>
How do I make my IMM brush to bend and snap in ZBrush? For example - created a panel, I want it to bend around a leg.

I tried using curve mode but as the name suggests it creates curves - many copies of the same brush around that curve, which isn't what I need. I'm sure I'm missing something silly from the menus, because the option exists. Any help?
>>
can anyone explain the difference between marmoset parallax and ue4 bump offset?

it looks perfect in marmoset but no matter what values I put into height ratio in unreal it looks wrong
>>
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Somebody please help me rig this skirt so that the skirt joints don't move until the legs reach them. Skirt joints are parented into an nCloth but also manually adjustable.

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What's the best way to make Cobblestone for an Arch Viz style project?

I'm using Maya/zBrush/Substance Painter and importing into UE4.

I feel like cobblestone texture on a plane looks really unconvincing. Something like an Array Mesh in zBrush would look pretty good, but be a nightmare to unwrap everything. I have to produce it for a 3 block by 5 block area, so efficiency is a bit of a factor, too.

Maybe trying to bake a displace over a plane would be sick? I've never baked displacement maps for anything other than a character, so that's purely hypothetical.

Unrelated, is it just me or are textures coming from Substance really desaturated in-engine? Everything's super light looking, kind of like rendering in Maya without color correction on.
25 replies and 1 image omitted. Click here to view.
>>
>>542573
Try disabling sRGB for your substance materials within UE4?
>>
>>542601

It actually gets lighter when I do that.

The issue appears to be that 16 bit textures get washed out in UE4. Switching to 8-bit and it appears better now. Still not as vibrant as it could be, but not nearly as whitewashed.

Going to convert more textures just to double check, but it seems to be better so far.

>>542599

In reference to what?

I've mostly been dragging in materials from Substance Source and masking them off based on UV sectioning, doing some custom moving when it feels necessary.

I've started adding some basic dirt/moss maps with generators/smart masks over them, as the teacher specifically requested a scene be dirty/not clean looking.
>>
Confirmed.

Before: https://gyazo.com/98fb55f0682d76961fce37190343b787

After: https://gyazo.com/c4b0335b01499a432a4bfb2214eb8d39

Pretty dramatic change IMO
>>
>>542555
if you ask me, i think its either your unwraps are shit or you are using lowres textures.

or your texture mapping might be crap. gotta check all angels.

>2048
2048 don't look like that, some pavements look 512 but probably because of what i mentioned above
>>
>>542631

The unwraps are quite literally just flat planes. There are UV'ing mistakes in the scene, but I guarantee you this isn't it.

I think it's just the sheer size of the mesh and how aggressively the texture is tiled.

Normal texture resolution: https://gyazo.com/c377c69aee0655498d986ae6154a5a42

What it was set to: https://gyazo.com/c1c71b8f9dbeafba7cffab29e0e7fe74

What is the optimum number of edges per poligon? discuss
4 replies and 1 image omitted. Click here to view.
>>
It depends on the program. Max was made to work with 4, but Maya was optimized for 5, and actually blender its better for working with hexagon shapes only.
>>
>>542277
if i want to use more edges (say 7 or 9) per poli, do i need to subdiv and use more than one software ?
>>
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They hired and fired a guy in a week, because his topology was shit. Some kid of a higher-up i think.
>>
>>542277

Maya was made to work with Ngons?

>>542300

What are you talking about? Polygons with 9 edges? No, you connect those surfaces with more edges. Unless it's a flat surface, you don't want more than 4 edges for anything.
>>
>>542277
>but Maya was optimized for 5
>optimised

fuck off you retarded faggot
no 3D software is optimised for ngons. Quit talking out your ass or provide some proof.



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