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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.

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Can we make a mars exploration game ?
168 replies and 37 images omitted. Click here to view.
just play Red Faction
but i can see someone making an entire Mars world open for an entire modding community to edit how they please, placing bases. that sounds cool
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In my defense I just want to say that, unlike Ridley Scott, I at least tried to make it not look like a vagina.

Anyway, the things on the sides are not eyes, they're more like organs that sense vibrations in caves or whatever. Basically they can only see you when you move.

I like the mouth part, but I dont like the yes, or what looks like eyes. with those eyes it almost looks like a human.
Those none eyes really look like eyes. And saying they're not won't change that sadly. You will have to make some modifications to get away from that.

Otherwise: neat.

Will we even see the underside much? Hoe will it attack?
I'll see what I can do about the "eyes".
As for attacking, I was thinking something like it jumps on you and grabs your helmet trying to break it and eat your face.

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Ok guys.

What's the best way to make anime-like waifus?

Low poly (non sculpt) or sculpt (zbrush)?
188 replies and 45 images omitted. Click here to view.
yeah, its at >>496689

also made a short video with those models
Could anyone tell me how this effect was created? Im guessing a particle effect but the glowing rim I have no idea.
Ugh, forgot the pic.
just turn emission on and off you cumsickle
The fuck is that you dicksniffer?

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Will Blender sculpting tools ever be half as good as Zbrush's?
34 replies and 7 images omitted. Click here to view.
>It doesn't change all the right-click behavior that is integrated into tools and menus.
Maybe that's because menus and tools work with left click.

>caring enough to leave replies does not equate to one being mad, sorry m8.
You writing several TL;DR posts about how switching back to quad view just to select your new viewport angle instead of having an option to select it directly is somehow superior sure seems like you're calm and rational.
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>posts about how switching back to quad view just to select your new viewport angle
Except if you actually read you'd see there's no selecting at all. You literally just hover your mouse over one area of the screen and double-tap space bar. No mouse clicks at all. It's a mouse movement and a double-tap of a large key that is always under your hand.

>sure seems like you're calm and rational.
One can be calm and feel like arguing. It's just a way to kill time if I'm bored, no anger involved at all lmao. It helps me relax actually, I like to type.

>Can you smell the irony?
No, because there isn't any. I never made any direct claims of your experience with either app.

That image you posted in your link is the long ass way to go about changing views. You have to hold space, right click and swipe to do it that way... Just move your mouse to a corner quadrant of your viewport and double-tap space.

Even with a gaming mouse that has a bunch of buttons like those WoW ones, the spacebar method is still going to be faster than moving your thumb to one of those tiny buttons on the mouse. It's just a twitch of your mouse and double tap of space, takes a split second.
>this asshurt mayafag arguing with blendtards over petty shit auch as viewports on two fucking threads
>they probably don't even have a single decent work in their folio
>meanwhile i zbro am laughing at them for still using archaic workflows to model
Bruh, I ZBrush, one of my sculpts is right there >>497126
Lets see some one of yours :)
>not using spacebar

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How do I model her hair ?
This will be ingame so it has to be polygons, but high polygon count will be okay.
104 replies and 17 images omitted. Click here to view.
Unfortunately this didn't really solve the issue. Also it tripled the polygon count on hair so I'll just leave it at that.
the solution would be this blacksmith script.
the issue is depth sorting transparent polygons, and this script solves that. And the hair has as many polygons as you make it. Even long thick hair like in the other post's example could benefit from it by adding another layer of alpha planes where the hair does begin to thin out. That's hardly tripling the polycount.
Thats what the script does. When you add the script and run the scene, stay in editor mode. You will see that it literally duplicates the same mesh 2 more times and names it frontface culling, opaque layer and backface culling. Yet it doesn't correctly sort out the actual transparent parts.
hm ok. well ripling a few hundred polies isn't a big deal, and it does in fact appear to be solving the issue. Maybe not on some esoteric technical point, but simply in terms of pixels on screen it works.
explain how to make them in maya, i didn't know they existed out side of soruce.

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What's a good program to bake normal's?
>bake normal's?
I haven't done 3d in a while but CrazyBump is good but so can Max, Maya & ZBrush.

There is a far better program than CrazyBump but i can't think of its name.

To bake from mesh? Substance Painter.

To generate from texture? CrazyBump or nDo2
>To bake from mesh?
Why post a picture of a pigeon?

WIP thread

170 replies and 64 images omitted. Click here to view.
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Yeah, it being a favourite car of mine, I ended up going overboard and wanting to add more detail which I haven't modeled into it yet (ie rounding out the front of the bumper etc, adding all the little indents and such that.

The version I used in the driving screenshots is 600 polys. I might split the model into two and have a crack at making a super detailed, high poly version, and the other one I'll keep basic like this one.

Why on earth show the first image that is untextured and not even the one you're using in the game?
The first one is much better quality. It has an interior etc, less topological errors and whatnot. I thought this was a WIP thread so I posted it here as it's a work in progress.
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It's a somewhat adorable flower pot.
10/10 would flower

The main thing i wanted to do was to use a game engine to replace normal rendering.
The idea is to export the models with animation to engine, set everything up and save out videos from what would effectively be a preset lightroom.
Using the engine for lighting/ background mainly.

I haven't decided on an engine yet so my information on details on how the engine does what is limited so wanted some feedback / info on this method.

Is this an already used/ normal way of doing things are is there a gap between proper 3D application render quality vs game engine results?
10 replies omitted. Click here to view.
Unity's GI is completely unusable atm
They intend to fix most issues in version 5.3 though
>The main thing i wanted to do was to use a game engine to replace normal rendering

what a bullshit.

What is the style? Poly count? What kind of effects/particles do you need? Tell us something about it or show us some examples.

Nothing showable atm, it's just general 3D stuff but using the variability of an engine vs static 1 time use renders etc.

Hey /3/. really early maya noob here.
I dont see a question thread right now so
how would I push the center of these selected verts to create a curve? Its really tedious and inaccurate to assemble these manually. the scale tool would only rotate them slightly and all else would do naught. thanks in advance!
Oh, and this is currently in my side viewport.
Why not start with a cylinder? Otherwise you need Mayas soft select, I forget what it's called at the moment, but it's in the transform tool attributes.. otherwise there is a lot of vert moving in 3d and it's pretty fast once you're used to it.

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What game should I make?
>game ideas
3 replies omitted. Click here to view.
A survival "horror" set in a giant circus where you fight mutant circus freaks. The general theme/tone/style should be like B movies.
fuck no
Hey fuck you too buddy.
link me to this thing. I'm gonna enter it.
never mind. I just googled it and saw there's no prize.

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Post your OCs, 3D hentais, porns, renders, models, shaders, tutorials or any other perverted stuff here.
94 replies and 14 images omitted. Click here to view.
Makes sense.
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Not OC but one of my favorite characters from this poser "artist"

Perfect size/shape ratio
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i just wanna yank out these verts so badly.

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Why isn't this in Blender?
I'm having a hard time setting up some lenses in LuxRender, and if it just scattered a couple dozen rays showing me their paths in the viewport, it'd make things so much easier.
5 replies omitted. Click here to view.
I'm trying to figure out if a certain type of lens is physically possible.
/sci/ says it isn't, but they've gone /b/-tier stupid of late, and kept suggesting cameras.

>sci straight up tells you that you can't do something
>can't seem to do it with 3d
>complains about the program


Will this also change the face of reality forever if you succeed?
I'm just trying to use 3D as a tool to assist me in figuring out the required lens and mirror arrangement, I'm merely blaming the program for not having ray path display capabilities.

And as far as I can tell so far, whatever solution I figure out if there is one, it's going to be of no more than 25% efficiency, perhaps won't be able to be focused, and with a possibility of ghost images; so it's not exactly surprising I couldn't find the lens design I'm looking for when other lenses do almost the same job perfectly.
Only reason I'm looking at such an absurd type of lens is because I'm studying ambience transplantation as an architectural concept, and the most stylistic solution is said absurd type of lens.
And you're asking this from a free piece of software.
Fake it. You won't learn anything useful from a digital representation.

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Why the fuck does anyone find blender confusing??? Look at fucking max, you have to fiddle between the buttons to SCROLL.
Or fiddle at the fucking arrows to move something.
It's completely retarded.

Also I don't know alot about max, but if the viewport of blender looks better than most max renders, you do something wrong.
31 replies and 3 images omitted. Click here to view.
> You've clearly never seen how a professional studio works with large scenes. Heavy use of proxy objects and textures is the intelligent way to work with a scene.
lel coming from the guy who brags about how many polygons it can render without trouble.

> but if you're going to be that butthurt I'll whip up an example later.
It's hard to expect people to believe your evidence when you don't have any evidence. It's you who desperately try to claim how blender is not shit. So do it or don't do it at your expense.
> guy who brags about how many polygons it can render without trouble.
Uhh, it was a response to what you said here >>496965 , dumbass. It's called proving a point, not bragging.

>It's you who desperately try to claim how blender is not shit
>blender is not shit
>not shit

Ok, either you're trolling, or you have serious reading comprehension problems.
That's not me retard. You are arguing with numerous people in the thread.
> still no evidence
how surprising.
If you're not him then you were contributing nothing to the conversation and just being a boring troll. And regardless my point still stands, it wasn't bragging it was a response.

>still no evidence
Already posted evidence, you merely don't accept it. Also told you I'd do a scene later, and by later I mean another day, I have actual work to do, unlike you.
> Already posted evidence
> evidence that I can switch viewports very fastly
oh wow !

> I have actual work to do, unlike you.
Good luck with playing with more primitive shapes bro. I hope you learn things like modelling or texturing some day.

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Are most characters for video games created in zbrush or Maya?
Both... They're sculpted in ZBrush and rigged in Maya, as well as sometimes retopo'd in Maya, but there are a lot of different retopo tools people like to use.

If it's a low poly game, then it's usually just Maya or Max though.

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i need to do a special duplicate, but it doesn't work like the video...https://www.youtube.com/watch?v=vE7P5iFIbX8
1 reply omitted. Click here to view.
OK, but the faces are reversed when I make special doubled, and if I flip normally > Conversely, the other parts of the horse is reversed and i don't have idea how could i reverse only one part of the horse
Only select the faces you want to reverse, and hit reverse... Or alternatively, just delete the one side and use the Mesh>Mirror Geometry, don't get stuck in old workflows.
Why don't you just sculpt the horse? It's faster and more intuitive than doing it by moving vertex and edges
The fact they're asking questions about basic tools in Maya would imply they are following a tutorial to learn how to poly model in Maya, so sculpting wouldn't help in that regards. But learning to sculpt is a good idea too.
>Q:How do I hammer in this nail?
>A:Use a screwdriver and screw instead!

Super useful advice.

It's generally good to know how to do both.

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