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

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
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Click here to open this thread.

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Old WIP thread

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You can make separate meshes for the upper and lower lip and then blend them in. And don't forget about details on the edge of a mouth.
Good to hear. Have a nice day anon.
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a week ago I took contract to redesign 2 charaters for commercial.
who was givven the task before me created really bad one ))

so I made this and another, which I'm texturing now. In a week. because tomorrow is deadline...

I really had no time watsoever, or I'd add much more and correct some flaws, but ciontractors are pushing me to get over and give them what I've got...

sooo this is my first character contract :P I've used 3d in my contracts before many times subce I started doing it, but this is first character !!
What is it that you don't understand? Are you trying to make fun of my post just because you are ignorant of the technique I recommended?

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Any constructive criticism?
the spray effect only happens when liquid comes into contact with a hard surface
Make the whoever is pouring less drunk
I think the biggest issue are the fluid dynamics. Te wine looks chunky, like pureed jello being dumped in a glass. I know you might have limited control over this depending on what software you're using, but maybe try tweaking your solver settings some more. Looking at images on google it should be more flow-y and elegant.

I like your lighting and shading, but not your composition. Your top and bottom crop feel too tight and the way the glass and bottle are framed is boring. Also the shot feels empty, maybe flesh out the environment some more.
fluid looks a bit gel like in the drips (maybe up the physics resolution?).

materials look neat but what I really don't like is the composition of this shot.
What did you use to make that?

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Can you guess the likeness?
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> FaceGen
what do you want to be when you grow up
You didn't kick it and you sculpt is blob tier trash. This would look 10x better if you had just poly modelled it.
>You didn't kick it and you sculpt is blob tier trash.
this post is basically "im trash"
Andy Warhol

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Just rewatched this shit, and I'm sitting here thinking holy shit, this dude made this by himself, in a cave, with a box of scraps, seven fucking years ago.

What the fuck am I doing with my life?
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I've worked freelance at many major UK architect firms including Fosters & Hadid - many of which have 10 man+ ArchiViz depts. 3rd & 7th was highly regarded & discussed at all (if now considered slightly old news). It completely changed what architects were expecting from their depts. You have no fucking idea what you're talking with & clearly zero professional experience to draw from. Enjoy summer faggot!
Do you fucking work for evermotion?! I think Alex mentions them in his book for trees - but all the buildings are just standard iconic stuff thats been modelled in 3d for ages. Also you're comparing renders with a work thats almost 10 years old & those renders themselves are heavily influenced by the standard he showed was possible.

Here's his actual work flow: https://vimeo.com/8217700
are you kidding me? this scene isn't simple by any measure, every bit of light in that scene is coming THROUGH an object, all photons lighting the scene are scattered by the door

it's crazy impressive what you can do with renderers (i assume this guy is using iray) these days, 10 years ago you wouldn't have dreamed of doing this

you could fake it though, if you up the sun disk-size parameter in the mr Sun/Sky environment shader and removed the door it would probably look very similar, but then you'd have to render the door using render elements and comp it back in, and it might look wonky

and now that i think about it the shadows on the floor off the edges of the bookshelves would probably end up not spreading out so nicely
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lol holy shit anon you read me like a book, i am using iray

9 minutes for this one, i didn't really care that much about the frosted door anyway, i do miss the way the shadows from the railing outside were falling onto it, but i think i'll just put a lot of dirt or rain on the door and it should be fine without such a huge perf impact
>dirt or rain on the door
Don't forget rusted metal, blood stains, dents, decomposing bodies, piss poodles and sad robots. No picture can be any good without an abundance of those elements.

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/gd/ told me to come here.
long story short: I'll be working with CNC machines. need to learn how to use autocad, unigraphix and similar software.
please advice, help, tutorials or whatever.
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Not sure which part of the manufacturing process you are working with but if you are working directly with the machines you may need to look into CAM software. Some CAD programs have tools built into them for machine control (Solidworks for example has a tool to automatically write to g-code) but if all you are doing is receiving models/drawings to be machined then you may only need to learn how to work with machine code.
>Not sure which part of the manufacturing process you are working with

lathes and mills. take raw metal, turn it into a piece.
To mill or turn metal, you need to study, don't listen to those retards, you need technical education. To work with metal you need to know how to read a blueprint, how to draw one, standarts(either ISO, DIN, or whatever your country has), you need to know projections, symbols, etc. Then you need to understand metals, there are hundres of kinds of alloys, yes most metal manufacturing uses alloys and rarely metals. Then you need to understand what kind of metalworking machines you're gonna work with, is it cutting, bending, milling, turning, welding, grinding, etc. Every type is different.
Nowadays a company for metal milling and turning with serial production(cnc machines) usually uses three types of machines: vertical milling, turning and multiaxis(1 or 2 or more swappable palletes that handle up to 5/6 faces). Those machines require a high degree of understanding the process and materials/tools you are using, especially when cutting steel or harder materials. There's also bending on brake presses, presses, rollers, etc. There's also 2d and 3d cutting. Lasers, water jets, plasma cutters, etc.
The CAD is the computer drawing of an object, be it 3d or 2d you need depending on what job you are going to do be able to draw in your company's software of choice. Skills are usually transferable between software packages.
The CAM is software that based on path you define in the software generates gcode(usually) that instructs the machines how to work. Some machines have an additional type of code that cna control them, for example Yamazaki Mazak's Mazatrol programming language.
Anyway, give me a more detailed information on what your job will exactly be, cause for a small to middle sized production factory there are usually 5 different job profiles going into making one part.
An engineer, constructor, programmer, setup operator, operator. What are you gonna be?
An engineer is the brain of a project, he turns an idea into an object, tests vulnerabilities, the inner workings, types of material for usage, you tell him build me a car and he does it. A usual requirement is a higher education, at least a bachelor's degree in machine construction or similar.
A constructor is a person that takes the engineer's sketches, or raw models, etc and turns them into proper documentation, blueprints, 3d models, finds proper usable materials, modifies something to be easier to manufacture of faster, etc. Again usually a higher degree of education is needed.
A programmer is a person that takes the final blueprints from the constructor and turns them into gcode for the specified machine, manufacturing is his job, usually but not always requires higher education, due to knowledge about tools and how different materials are worked, also in serial production a part is done from more than one side, and in jigs, so he needs to prepare those too, a part is usually done in a few steps, not one.
A setup operator is a person who prepares a part for serial production, usually takes programs from the programmer and sets up the machines so the part can be produced with ease, some times those people also program instead of programmers. It requires technical education, but not a higher degree usually. From my experience those people feel the job, rather than study it. They work at point zero in manufacturing and learn through experience.
An operator is a person who loads part in the set machine, works them and then finalizes the part(chamfers, etc). Requires technical education.
In my experience there are companies that either have setup operators and operators as different groups or one type of a mix of the two, people who both setup and work their machines(produce parts).
In smaller companies you can find a mix of 4 jobs, I've personally been a mix of constructor, programmer and the last two on a fiber laser in a small company.
You need a friend.

Daz3d skin renders & bodies are getting pretty good - but the faces are always uncanny-valley-fucked. Any anons got any examples of good faces from daz3d?
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actually just googled for myself. I've started using daz3d for keyframe art, so having quick slider control over a decent face would be good - photogrammetry route has fixed expression.
would use photogrammetry for face structure like a mask then cut out eye holes and hand model eye sockets and eye lids
are you so incompetent that you dont see the value of scanning in a real face to later modify into different facial expressions? No wonder you use daz.
>keyframe art,
what's that?

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sup /3/

I want to talk about procedural and parametric workflows. I work in Archviz and so far I've done everything in Rhino and Grasshopper. Rhino on it's own is pretty shit desu but Grasshopper is amazing. But now I'm working with UE4 a lot and Rhino is pretty useless for that. The mapping tools are shit, the mesh tools are shit... you can kinda make it work with GH but it does not feel very efficient.

So I'm looking for more CG oriented software, but it should also have these procedural and parametric possibilities of Grasshopper. So far I can only think of 3dsmax + railclone or Houdini. I know neither of both so idk which one I should learn. Or maybe I'm missing something else?

Anyone here integrated these in your workflow and can shed some light on issues or just tell your experience? Maybe someone else is using Rhino and UE4 and can shed some light on the issues of mapping, smoothing groups etc...

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3d artists =/= architects

And not all architects = 3d artists

The way many of you self taught blender/max fags talk about architecture like it's just creating something that looks appealing is bonkers. >>572219 is a great example of this. It has no place in a discussion of architecture, it's unrealistic and used only for artistic purposes.

The reason programs like sketchup are widley used within the industry are due to their simplicity to take exactly what architects put in cad files and allow that to be represented in 3d. No one argues skp is competitive with something like max for character creation and game art.
>exactly what architects put in cad files and allow that to be represented in 3d

With rise of real time rendering and using game engines for Archviz this is not enough anymore. CAD Software doesn't care about polycounts or UV mapping or smoothing groups. But those things are relevant now.
I 100% agree those softwares are not enough with how good archvis can look now, but an optinozed house model for a game in unreal is not the same as a real model with all interior structural components that you would model and show in cad programs or skp. Currently there's a big void with nothing bridging this gap from CAD to unreal.

I think twinmotion 2018 looks quite promising, they have upgraded to use unreal.

BIM helps with this, revit can be exported to max or rendered directly with vray
We actually used Twinmotion before switching to UE4. It's pretty decent for architects to quickly make something, but very limited for professional work and also in scale. We mostly do large retail stores and malls and rendering those in real time with good graphics requires the power and optimization options of a proper engine. We will update our license to TM2018 for quick projects tho. But I doubt it will have any of the under-the-hood options available in UE4. But it's def a step in the right direction.
One problem is that in general architects obviously don't know anything about mapping or how to optimise a model for 3D. Like I said earlier, their workflow and software is tailored for irl precision instead of graphics and FPS... Which is also the problem with this:

I have not worked with Revit but the stuff you get out of Archicad is obviously not gameready. So I doubt Revit is different. We will probably see some improvements in that regard in the next years. But unrelated to that, these softwares might be parametric in some way but I wouldn't really call them procedural.

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You didn't really respect the silhouette of the rat. Where are the ears even?
Blender master race don't be a autocuck - support Blender and make it the most power 3D tool known to man already beats autocuck tools and it's free. Only other tools worth using are Zbrush and substance painter for textures.
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How do I filter assets from another (for now pirated) application through Blender so it has none of that potential metadata and looks like it was made in the later?
export in another format

i think blender saves plugins if you use the installer and not the zip file
>if you use the installer
No such animal. Mac applications are usually unpack and drag to Applications folder.

The problem here is that FF is installing the plugins into the application bundle, and Mac apps are supposed to put those under ~/Application Support/Blender/ the same way every other OS has a hidden user folder for application settings. I've even moved those plugins into that folder and they work, but the problem remains that the application should be doing this not me.

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>Lets you draw edges into the nothing
>Lets you snap to and align edges
>Auto fills holes when an edge loop is completed
>Auto connects edges when dragged on top of each other

Sure it's a shite program, but goddamn it does those things better than any other modeling software.
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That was a burner email

>Lets you draw edges into the nothing (i.e. extruding a point)
>Lets you snap to and align edges (i.e. the snap tool in pretty much any software)
>Auto this
>Auto that
You can do this in blender; pretty much all of the functionality sketchup has is within other softwares if you actually read their documentation or look for the right button. I guess it's like stick vs automatic, but it's there.
what route did you go?

>simlab/deep exploration
the route was exporting form 3dmax to .3ds,
then in deep exploration i just opened the 3ds and exported to .skp that way you skip the converting to texture part as deep exploration does it automatically. it´s that easy. i wish i had time to make a video for you but im kinda busy today at the office. if you need to convert something else send it to me and i will do it gladly when i have the chance.

one last thing is that i had to re apply the texture paths in deep exploration but i just had to double click the geometry and reassign the texture with the same file name.
I'll download deep exploration later tonight and give it a shot, Thanks M8

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Is there really a point in moddeling in Blender instead of just doing it completly in Zbrush, i tried doing a project from scratch in Blender and holy shit it was fucking painful, In Zbrush everything goes fine tho. I always see people posting that you should do the base or the whole model in Blender and just add details in Zbrush but really i prefer do it all in it.
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not a myth.
I do it myself, well, just for the unwrapping as i do retopo work in topogun. Still, blender for pure poly modelling is the best. For anything else it sucks.
the one sensible post on this entire board
>The future is in photogramy anyway.
Hope you don't plan on modelling anything that does not exist.
Zbrush has been getting better and better at hard surface sculpting. Unless you need perfectly measured model, in which case you wouldn't even be using a normal modeler software like Maya or blender, you're better off using zbruah for all your modeling and sculpting needs.
the poly modeling stuff in zbrush is ass. i like to model base meshes in a maya/blender and bring them into zbrush

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Fucking Sketchup losers.

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What's your opinion on Source Filmmaker?
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Let me know when they make importing not retarded, alongside allowing PBR. Until then, no thanks. It is a nice introduction for new animators though.
SFM was never meant to be a professional tool. people use it because its fun and accessible

Isn't that Blender?
>the absolute assfuck that is dealing with creating Source engine custom content

I hope the Source 2 SFM will support model importing like UE4 does
So, what do you think could improve SFM?

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So I've been working on my first real render for a couple days now. Nothing too great, but I need your guys's help on what i can improve before making the final high res render the low poly count is do to me not wanting to wait a bit longer. So that will be changed in the final render. Any help on making better texturing is especially appreciated.
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>A well-made plumbus.
lol god damn it

Add some bevels to those edges OP, real 90 angles don't exist and they jump out at you as "off". It also looks like you just pasted the wood pic on the block surface. If you're going for some high res stuff, look into adding all the neato texture maps. Blender guru has some great tutorials on this. Also maybe play with multipoint lighting once you get the rest of it set up.
Good luck anon
Thanks anon
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>Blender guru
he's also got a website (poliigon.com) which supplies all the maps for photo-realistic renders. You get a 30 free trail (don't waste it), but i think you can still get lower res maps for free.

i used his stuff to make this. I think i over did the scratches a bit, but its still pretty neat in my humble opinion
the texture scale is off and those panels are too big
also those aren't scratches at that point they're channels
>the texture scale is off and those panels are too big
maybe but there's nothing else in the scene to give a sense of scale

kek. Like i said, i think i over did them. but that was the first time i had really played with adding "imperfections" to anything.

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It's a death sentence

They're ok if they're not in an area where deformation occurs.
They may also fuck up your subdivision surfacing and will most likely cause reflection glitches.
Triangles are good if youre not a 3d newbie
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