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File: maxresdefault.jpg (110 KB, 1280x720)
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Is it true that Blender exports a fake version of FBX?
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>>1023098
that's why Better Fbx Importer & Exporter is a thing.
https://superhivemarket.com/products/better-fbx-importer--exporter
Also
https://extensions.blender.org/add-ons/faster-fbx-exporter/
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>>1023105
Instead of to use the code they reverse engineered it poorly, it wasn't even paid by the blender foundation, I think it was Epic Games.
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yeah blender always fucks up animation fbx, more problems than work done. shit software.
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Whats the reason people use this over glb? Im no expert, I just have never seen a difference between the odd proprietary format and the one all my open source crap likes by default.
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>>1023426
FBX is more data driven and works 1:1 during animation. While glb isnt designed to work with data, the main usage is copying model data. You should never use it for animation it anything besides moving model data files.

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What is the best controller for modeling/sculpting in VR?
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>>1000517
Yooo
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>>1020063
My dude, he has been spamming this shit for over 10 years at this point with a different program each time
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>>994610
never change

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AI will take our jobs! The ones none of us have!.
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>>1010467
kek
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>>1018703
There's bunch of instashit goonerbait posters that have managed to keep a consistent face and body type. It's all the same neutral facial expression and a few of the same poses but still.
What they fail at is generating multiple images with the same outfit.
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anyone doing client work with using AI only?
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I modeled so much that I modeled through the night and around 8am couldn't keep my eyes open so I laid down and started feeling my body and kept finding bad topology and overlapping edges on my body and I can't get it out of my head
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>>1013518
It doesn't matter. It's good enough to ship and people will buy it and clap.

Textures used to be literal tiles of actual photos of shit because it worked good enough to illustrate a tree bark or something

File: 120 Staryu.png (340 KB, 891x857)
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a thread to post your daily sculpts and sculpting in general
previous thread >>1003156
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>>1007862
first completed project took me 3 days
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First time sculpting anything, how did i do /3/
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>>1023181
I've seen worse, how's your second sculpt?
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>>1022609
would let her bite my head off
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Image limit reached, new thread >>1023366
I'm dropping the "daily" from the original thread name since it doesn't make sense anymore

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I hate the fucking animation slots.
What possessed them to take something that was simple and worked perfectly well and make it complicated for the sake of complicity. I can no longer export animations from blender to unreal because all the animations are the same.
>Clearly keyframed jump animation?
Nope, everything is a walk cycle.
>Want to check a tutorial on youtube to see how it works
"Here are 3 different geometric objects spinning around and keyframing them. Isn't this so simple now?"
I fucking hate this.
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>>1018404
i never asked if you were a tranny but thank you for letting me know
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Well, you could just not update. Unless theres something in the new version you desperately need theres not much reason to anyway.
Been using 3.3.1 and its still works fine.
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>>1018131
>he fell for the 'I must get the latest/update as soon as...' meme
I really see no reason to go past 2.8x/2.9x unless there just really is something you desparately need. Let me ask, how many addons are you using anon? Hmm? Scared of being...left behind? Basic modelling can still be achieved in older versions just fine. Hell, rendering can still be too.
The problem is that too many users arent up to snuff on the tools. That is why people keep asking "what is the best software/program for x." "are you trained in any way? "no." "learn some basics in an older version first, noob." Youre not missing out if youre using the latest release, at least witg 3d modeling software.
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>>1023048
I agree that you don't have to update if you don't need to but I want to point out that new features are not the only reason to update a software.
Blender 5 runs so so much faster on my machine than the previous version for animating
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>>1018131
It is a change that makes no sense because it is part of a bigger project that will include animation layers, rigging nodes and other turds so you can keep using the one that works for you to animate till.... 2028?

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How do I delete a face in blender
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>>1021888
le ani
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>>1021879

oh this one's actually really easy. go into your viewport and enable x-ray. then go into edit mode, use the vertices mode and start deleting the unnecessary dots. also, you can switch to faces mode and delete the unnessary faces within the model. do both
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>>1021879
press F for face mode, click on it, and press DEL
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you have to uninstall the program
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>>1023205
this is the answer

So this is the power of the Indian animation industry:
https://www.youtube.com/watch?v=iDqSKfIQ-q4
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>>1021531
they hired a bunch of fortiche people as consultants, probably to cement the arcane style
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>>1021531
eww
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>>1022930
Elaborate?
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>>1022558
>NGL that looks pretty cool, watching the trailer I keep thinking of Kill 6 Billion Demons
That definitely makes sense because K6BD took a lot of inspiration from Indian aesthetics & mythology.
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>>1021531
poopjeet director is a known plagiarist.

https://www.reddit.com/r/StarWars/comments/1p1x15c/stealing_fan_works/

Previous: >>1016084
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>>1025377
thanks, I did manage to get it to work, for anyone else who may encounter a similar issue, I was able to get it to stack them by remarking seams into rectangular shapes
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>he isn't using Rahul's open source cloud blender rendering service for speeding up his renders at a great price
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I fucked up and made changes on the wrong shape key. How can I apply a selection of faces to the main/basis shape key without losing changes?
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>>1025548
Found a solution with Blend from Shape.
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How do material masks for grease pencil work? What are its limitations? I keep rereading the docs and cannot get it through my thick skull.

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Every day I open /3/ and it’s the same thing. Blender donuts. Default cubes. Overweight men dragging vertices on their little anime girls.
>How do I make hair?
>How do I make cute loli?
>WIP thread oversaturated

We’ve reached peak 3D artist. It’s time for a creative extinction event. The planet's filled with mid-poly orcs and slightly shiny anime girls. There's just an oversaturation of "artists" and the solution to this would be a global culling. You will never make money, you will never prosper from this, and you will be laid off as part of the wave in the next 3 months like everybody else.

Put down the tablet, get away from your computer, close Blender, and pick up a wrench. The world doesn’t need another Eevee render. It needs electricians, welders and forklift drivers to let you rediscover the joys of honest labor.

At the same time, the 3DCG industry will slowly begin to heal once this process has started, after all these dozen "creative minds" are back to tightening nuts and screws under a vehicle to apply their endless creativity to.
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>>1021038
Goddamn I hope you are an ESL, because I had three strokes trying to read your post.
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>>1020939
You are going to be replaced and the tranny "allies" against AI you have will turn on you.
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>>1020984
Yes, that's primarily why they're so anti-AI, because they will be replaced.
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>>1020937
fewer
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>>1023084
What the fuck, now? Who said that fucking SENSITIVITY READERS need REPLACEMENTS? You FUCKING IDIOT!

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Why are zoomer allergic to smooth shading in low poly models? Every tutorial I've seen teaches this 16-personalities ass clash of clans style
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>>1022982
I remember this being the main style for "How to model in Blender" tutorials when Blender became finally sorta usable for normies after 2.6 and screen recording software was more accessible. So ~2012-2014 is when it really picked up and during/after that we had a ton of indie games with this "aesthetic"
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>>1023024
They need to pick up a wrench instead. We need a mass culling.
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>>1022986
The quotations were more from condescension rather than anything else. Personally I wouldn't call it a style, since it's literally just untextured low-poly models. It's like calling a normal sidewalk a style.
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>>1023030
>it's literally just untextured low-poly models.
OP's picrel might be, I've seen gradient textures applied to it to fake lightning at which point you'd have to still uv unwrap the models.
For more complex models if you go and not do that you'd have to add geometry in places where you might otherwise use a texture making it a conscious choice and hence a style.
So it's a style which you don't like, got it.
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>>1023059
>For more complex models if you go and not do that you'd have to add geometry in places where you might otherwise use a texture making it a conscious choice and hence a style.
Which is exactly my point.
What you're talking about is something completely unrelated to the OP pic.

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Hey everyone, I've been modeling one of Ovopack's concepts and I was wondering if I could get my work critiqued for likeness to the drawing. Please let me know how i can improve this sculpt before moving on to retoppo - thanks
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>>1022052
Show me where I 3D printed this guy... because I haven't yet :3
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>>1022051
Faggot model
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>>1022051
the muzzle on the source tapers evenly from the cheek fluff to the tip of the nose. The 3d model goes in, then turns forward, then turns again to flatten the nose.
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>>1022053
It looks like shit and you're a larping balding tranny
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>>1022051
you are a snotty faggot OP. a while ago, i asked you one very simple question on Discord and you chose to completely ignore me.

I have tried for several days in Blender to take animations from Mixamo and put them onto MyMan's rigify rig generation from a "Mixamo Styled Human 5 Fingers" metarig. I get as far as having the correctly animated FBX rig from Mixamo in MyMan's Blender file, but cannot for the life of my get the fucking thing paired in any way. I've tried ExpyKit, I've tried Rokoko, I've exhausted every resource I could possibly think to use, including the now abysmally POOED searches of Google and YouTube, and cannot figure anything out. Any video I find usually skims over this part like it's One Click easy.

Is there either a VERY autismally detailed, preferably written, guide on how to do this process (tl;dr Put Mixamo Animation Onto Blender Man) as if it was explaining it to the world's biggest retard, or perhaps is an Anon capable of telling me just from this what I'm doing wrong in a sentence?
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>>1022943
Did it ever occur to you that Blender doesn’t accept real FBX. Remember, their version of FBX import/export is created by a single person. It is not certified, it’s not officially licensed and it doesn’t work with FBX as stated.

Adobe uses the real FBX, YouTubers merely skip over this fact and lie about import from FBX. What you should do is uninstall all useless import/export plugins because sometimes Blender Devs without your permission will do something bad to Blender. Reinstall the default version and try again.
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>>1022944
They already said they got the fbx in fine
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>>1022947
I didn't read

How did you guys get over the autism of needing to make everything yourself? I can't help btu feel like a poser if I don't make something but then most pros kitbash or download already made things yet i cant escape it.
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>>1022485
what if its out of your skillset?
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>>1022502
Are you incapable of learning? If it's out of your skillset you work on your skillset.
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>>1022439
When you want to make a bigger project then you'll have to outsource or collaborate. It's fine if you don't understand right now.
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>>1022439
The result is what matters, not how you got there.
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>>1022439
>How did you guys get over the autism of needing to make everything yourself?
money to buy assets something I don't have

How do I texture like this?
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>>1022819
>Look what they need to mimic a fraction of my power
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>>1022139
>Texture like you normally would
hmmm and how would I do this?
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>>1022844
Open image, choose brush, use brush on image
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I guess the key difference these days is we have texture painting and live filters, so you'd model and uv the model and then texture it. Before, you would have all your textures planned out ahead of time and UV the model to fit them.
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>>1022899
Other way round. As you can see on that Rinoa each mostly culindricql chunk was unwrapped as a rectangle then island sizes were adjusted depending on the expected level of detail, and then the textures were painted, ie pretty much the same pipeline that survvied until we got UIs to directly paint on the model. In some games like FF9 they didn't even bother to rectangularize the islands

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That's from my custom game engine in OpenGL. Fuck the 4mb limit im going to sleep.
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>>1022250
Meanwhile, some idiot with no programming experience makes a game in Unity with perfect collisions and 100.000 different shaders, and earns thousands of dollars. Yes, it’s unfair. But remember that you’re a REAL programmer; they’re a sham.
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>>1022793
Im not against anyone using Unity, Unreal or whatever BUT... ...recently i have played darkstein3D (a so called "boomer shooter", essentially a parody of wolfstein3d) made by a single developer. The game is heavily unoptimized and i have noticed some sounds like the static ringphones in the envirorment literally coming in with an unnecessary doppler effect (wich clearly has no reason to be there and irremediably tanks on the CPU). Well, these generic, easy to use engines are making possible, a plethora of (good or bad gameplay side) unoptimized games. I noticed that was going to happen 10 years agò but only recently ive seen the blatant hate towards UE unity etc becoming mainstream. When something gets too accessible (we have seen that already with the internet, because of smartphones) the average quality goes down. In general you are free to use any of these engines but please, take some time to optimize them or learn some basic code, LLM's are going to make the thing even worse i bet.
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>>1022793
Also i hate the idea of making hundreds of unnecessary shaders just because you can do it. I have seen a huge amount of indie games literally being made twice as heavy as they should because someone decided it was a good reason to stack 5,6 shaders on a single item. That's again an accessibility problem, some guys got their hands on these magical in-out charts on UE or blender and decided it was a good reason to create overcomplicated shaders without giving a fuck about performances, not even mentioning the SSAO applied everywhere, including voxel games, just because you can press the ceckbox to activate that post processing feature. Literally low poly games overloaded with state of the art illumination techniques.
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bro this is such a cool look
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>>1022813
No textures there, just colors and shaders. Maybe that's why it looks so raw i dont know, i like the simple style too.


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