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Where do you guys go to find jobs? I am an industrial designer (ik I'm dead field) looking to do any kind of 3d work but I currently work a drafting job I'm starting to hate cause I don't get to use any of my actual skills.
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>>1023677
>making porn?
actually some years back i was working with a dev guy that liked my female models and had me making some stylized stuff for porn, covid hit and guy disapeared... anyway, i cant animate so at most i would only make sexy stylized figurines, either for somebody else to animate or for 3d printing... might give it a try, but dont know where to advertise either...
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>>1023685
You need to look up cascadeur
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>>1023688
>cascadeur
oh i know cascadeur, its good, i had a license for testing it out when it was in beta, it was good for walking and running cycles, i think the last time i used it they where implementing hand/finger rigging, but i havent seen any new development, is cascadeur good enough to make pron now?
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>>1023690
yes, its a pain to bring the animations back into blender though. I think maya has an automatic bridge for it though
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>>1023694
awesome, i know how to use both, but i am more accustomed to work with animations and rigging in maya, i guess ill make a boobie animation to test the waters

Hey I'm making characters for the first time for a video game and I was thinking about making them modular so I can switch clothes and accessories and these characters.

But beyond the sculpting, what does it take to make a modular character when you're going through the retopo step ? How do you even plan that?

Any guides out there on that subject, I can only find resources that scratches the basics in 4 minutes max.
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Same skeleton or something idk
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>>1023109
basically a bunch of meshes weighted to the same skeleton. Either the clothes are added on top of the base character, or the character is made of modules you can swap out, or both.

Workflow is you make a basic character, usually as nude as you can, and work out where you want the modular cuts to be. Then for each new clothin/equipment module you copy the relevant modules or even just loops and model/sculpt the new pieces from that.

http://wiki.polycount.com/wiki/SkankerzeroModularCharacterSystem

Also if you're making a character for the first time don't make it modular, go back to that after you've actually gone through the whole process of making a character
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All of your clothes have to fit all of your bodies.
If youre swapping out body parts the edges of each part and each version of each part have to line up. Like if youre swapping hands at the wrist, the dge loop where the arm becomes the wrist must occupy the same space on every hand mesh and every arm mesh.
If youre doing softbody deformation you cant use blendshapes. Everything via bones. Say you want a slider for fatness. Every sibgle shirt and jscket and everything will need a complimentary blend shape that matches the fat shape. Is you use clever bone arrangements to make the deformation then every mesh bound to that skeleton the same way will match automatically.

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I want a second opinion just to be safe. I'm commissioning someone to make me a blank 3d body base which I can use for various custom action figures of my own. I tried googling his sample just to be safe he isn't scamming me. I found stuff that looked ismilar but weren't exact matches. But I thought i'd share what he showed me here just to be safe to see if anyone can recognise the work.
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>>1020441
Listen retard, if you are so new at this that you couldn't even recognize the Unreal Engine mannequin models and you actually paid for them, you never planned to do anything proper.
Take the L, use this as a teaching lesson and actually learn about 3D modeling before thinking about business ideas
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>>1020488

to be fair it was only after I payed them that I learned of the existance of that model. But yeah i did have to learn the hard way so lesson learned indeed.
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>>1020423
Why not just commission someone to make the whole damn thing? Nothing youre doing sounds even a bit logical. In fact, it is completely retarded and partially gaye.
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>I have no 3d modeling skills
>i want people to partner up with me and do the work i cant do
>i want to get paid for doing nothing
No one is going to share a pay out just because you have an idea. You need to actually produce something and contribute. You sound like a scammer worse than the dude you stupidly gave money to.
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>download free base
>sculpt it a bunch
>now it's unrecognisable from the original
>sell whatever stupid shit you are doing
how retarded can you be

Is this shit viable for organic sculpting? I hate HATE to do it with a tablet, to the point I don't do it at all if I can help it. 3D movement that isn't some giant mouse tit you diddle sounds like heaven. I see it on sale, right now...
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>>1023568
Buy clay or plasticine, dumbass
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>>1023568
Having tried sculpting in vr, I can tell you, it's much more difficult and exhausting than on a monitor. Reason being, you don't feel what you're creating as you would with a real medium, and you have to not only hold your hand up for quite a while (which is exhausting by itself) but you also have to hold up a device with a battery as well. Doing this for 2 hours will probably make you want to die.
Also, the benefit of seeing the thing in 3d is probably less than you think. You can't raytrace your sculpt in real time for vr, you'll have to rely on fairly shitty shaders to get the required performance, so you can't even see much detail.
But I'd be happy to be proven wrong
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>>1023609
I will add to this anon's post and say it's good for getting a basic shape down. I find it's easier to draw muscles in VR where I can move my hand more accurately in 3d space than a drawingtablet in 2d space. To each their own on that but I agree on the longer sessions sucking. That's why I only do rough silhouettes in VR then refine it with desktop. It's fun but I still generally prefer to not use VR in my workflows
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I am postponing the goggle thing until Valve releases theirs', fuck it.

>>1023609
I wonder if this isn't a bit of a forced perspective issue? Some of these headsets seem like they exaggerate close objects. Or maybe the tunnel vision from the goggles would be balanced out by a wider perspective than the default.
>>1023640
Have you tried laying down and waving your hands in the air? Serious question.
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>>1023568
I have a quest 3, and i have shapelabs 2026 which gave me the quest version as well.

I HATE sculpting on flat screens, I would much rather do it in vr, however we are not there to the point its possible.

what vr does is lets you do a base model in vr, then move it over to a flat screen to refine details.

it is SO much easier to get a feel for what you are doing in vr, the ease in which you move the model around, able to actually see the depth of what you are doing, its perfect to go in and voxel block in, then take over to flat screen to refine detail.

lets go this way, lets say you want to make a modern videogame character sculpt, you can comfortably get to playstation 2 levels of detail and refinement, if you want to push yourself you could get to playstation 3, but its a motherfucker to take it to ps4

there is a shapelabs discord, that should give you a great idea about how far you can take it., just know a lot of people will do finishing detail in 2d or blender

Is there a way to emulate VRoid's PC version on my android tablet? I really don't like what mobile version offers (and lack computer), but maaan I wanna repeat after these cool Japanese VRoid avatar videos
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>>1021056
/g/ is one of the other boards, a better fit for an emulation question. Around here's it's about actually making 3d models
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Vroids sounds like an awful disease
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>>1021056
Looks like /3/ is the most tame, normie and retarded board to ever exist. Are you aware of your neighbor /pol/?
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>>1021083
No, but it might be the most slow board ever. There are literally like 5 anons here.
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>>1021053
Try your luck with winlator or just go to blender on android

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How can I create these two characters quickly with the least resources possible? Would an AI mesh generator be able to do the job, including shipped generated HD textures?

Seen people in shorts crank out entire anime girls in Blender or AI in like 7 minutes, meanwhile I’m still stuck tryin to do it.

Not looking for a "learn topology" lecture. I want to know what pipeline actually gets y'all from nothing to anime girl fast. Bonus if I no need to spend 3 months learning blender sculpting for it.
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>>1020623
If you want high fidelity slop then I suggest you look into Daz studio. It has enough presets and assetpacks with possible variations and modification settings to allow you to make some slop high fidelity model almost as if you were in videogame character creator. Look into the workflow, and don’t use AI. Current 3D AI is only good at making sculptures and rock assets.
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>>1020749
Thanks bro, only man in here who does no trolling and gatekeeping
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>>1020623
>How can I create these two characters quickly with the least resources possible?
>Bonus if I no need to spend 3 months--
Impossible
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>>1020623
outsource to indian, bangladeshi, indonesian, sri lankan farms.

3 months is not even close how much you'd need for that. It'll take you multiple displicines rigging, topo, weight painting, cloth, sculpt, etc. characters of that caliber take weeks if not months to make properly for a whole team where there's a person solely for rigging, for weight painting, for sculpting, for clothing.
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>>1020623
Yuriiiii!!!! YUriiiiiiI!!!!!!! ToT OOOOOOOOOO

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Is even possible to create these pictures using 3D in blender?
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>>1012324
Modular staging of a scene, redressing it, and use of camera angles to hide its limitations was solved decades ago by Hollywood. Just copy their methods.
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>>1019769
>>1019800
stop bumping cris' threads retarded subhumans
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>>1019801
Yet you just bumped it. How curious!
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>>1019805
You talk like an redditor, faggot gayboy
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>>1012324
Background is just a gradient though

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What other software are you guys learning other than Blender, Substance, etc. Feel like I would rip my hair out trying to learn houdini
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>>1023501
So far Blender has served me well as an all-in-one package but I'm also learning Krita
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Blender is a noob software with primitive jack of all trades features. Ive replaced it with dozens of softwares.
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>>1023524
Please enumerate a list

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Its low effort and unambitious
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>>1021596
trans sisters.. not like this... we are being insulted
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>>1021535
I like chairs
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>>1021535
cris, i-is that you?
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>>1021535
composition on this one could be interesting if the knocked over chair was placed further out. also get rid of whatever is causing that black shape in the lower left corner.

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do ANY of these allow registration free downloads?? one even detected and rejected the burner email I gave it in place of the real email account I don't have, why do they want to prevent me using their sites so badly and why is it tolerated?
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>>1021903
I WOULD do if people took it on themselves to cut out these useless middlemen, better yet they would distribute them in torrent packs
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>>1021901
>>1021950
>NOOOOOOAAAAAHHH UPLOAD THINGS FOR ME! I DONT WANT TO DO IT MYSELF
fuck off nigger, ur an indian
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>>1021995
I don't know enough to design one myself from scratch, but if I can't prototype my improvements the world will suffer greatly
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>>1021995
also who's noah?
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>>1021995
do you see this do you fucking SEE this WHY does it think it's entitled to know my phone number the name of my company and my job title there HOW can you expect me to tolerate this why can YOU tolerate it WHY WHY WHY

This MF HDRI is single-handedly the greatest single image for everything to do with lighting. No more fighting with 3 point light setups and the 100s of underwhelming HDRIs that I have saved for no reason.

> Look dev in Cycles? This HDRI.
> A sunny day lighting? This and a sun light object positioned with HDRI Sun Aligner addon.
> Studio lighting with strong highlights but not strong shadows? This HDRI rotated and a single area light.
> More even lighting? This HDRI with a 50/50 mix shader of the Approaching Storm HDRI from Poly Haven.
> Want to integrate a 3D model into a game screenshot but the 360 panorama stitch from ingame has underwhelming lighting? Use Kloofendal as the HDRI light source and have the 360 ingame panorama appear as a glossy only reflection.

For any beginners into 3D CGI, I cannot understate how incredible this HDRI is as a default lighting setup if you don't want to think about what to use.
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>>1021835
Only downside is that it was taken from Johannesburg, guess that absolute shithole has given one more good thing in life other than prompting bleeding edge anti-riot weaponry like the Milkor MGL.
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>>1021835
you know I was expecting this to be a shitpost but yeah this HDRI is actually kinda perfect.
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Leadenhall Market is also an all time great.

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It's crazy how zoomers nowadays can't distinguish between CGI and AI
They thought they hated AI but they're actually the ones who got brainwashed by AI videos
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>xitters
>zoomers
it's aging millennials.
as an aging millennial i can tell you that my fellow aging millennials have started using ai and cg interchangeably when talking about vfx in film
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>>1016652
Source for this? I want to ruin his podcast career and tell all 7 of his patreons to unsub
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>>1016652
>filename
But most of us really like Ghostbusters. Also a HUGE swath loves Back to the Future and Indiana Jones. Who the fuck is this faggot?
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>>1019761
Nah
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people lose their minds over it because it does what they do better and faster than they can - ripping off or merging existing styles.
A true artist breaks ground and makes something that not even be capable for an Ai to image.
dariusz zawadzki the painter. Ai would have no idea what this style should look like had he never invented it. But there's all kinds of models and loras trained to rip off his style.
So why is it that his paintings still regularly go for tens of thousands in USD at auction?
you could argue he's ripping of HR Giger but thats a different conversation.
people value paint on canvas more than a digital image the same way they value a tattoo on their body more than the same image printed on a piece of paper.
it's about the status of owning something that took a skilled craftsman a lot of time to make.
extend this even to swiss watches vs their chinese replicas that are identical unless you're an inch away from them. one sells for 60x the price of the other, on the low end, and both are beat out in reliability by a $10 casio.
So it's a little confusing without understanding people's deeper motivations towards status and how much they are willing to spend on it. Which this whole Ai issue is about people being worried about their money at the core of it. maybe I'm overly optimistic, but Ai at this stage makes it easier than ever to make money for yourself

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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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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?

Previous: >>1016084
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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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is there a way to array an object along a spline without it deforming?
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>>1025803
Have you tried googling it?
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>>1025460
I would love nothing more than to upload a 2 trillion vert black hole to that
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>>1025803
Use the new array modifier or use an addon Like hardop/boxcutter or ND (free)


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