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I've used blender for a long time, but I'm switching to Maya since my Uni needs me to use that.

In blender, its easy to "select every-other" edge or vert - can maya do this?
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>>605296
Download zhCGpoly tools.
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>>605327

Link please
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>>605296
how do you checker select in blender ?
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>>605803
Ctrl-Alt when selecting an edge within an edge loop.
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>>605803
>>605857
Sorry, I misread. Anyway, once you have selected your edges like that, go to Select → Checker Deselect in the menu bar, and then use the operator panel (or press F6 to show it) to set how to select every nth edge.

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Lets have a thread about shaders

I have a model and I want to make it so the geometry outlines of the underlying torso/bra mesh show through the shirt, but not the underlying mesh itself. I also dont want the outlines of the shirt itself showing through (I have these on their own material). Preferably with the opacity of the outlines showing through being adjustable.

How would I accomplish this with Blender Cycles' shaders? I'm trying to accomplish a pseudo-translucency effect without actually making the top transparent.. Image related to show what I want to show through.
4 replies and 2 images omitted. Click here to view.
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>>605590
I think what you want is to generate a FreeStyle outline for the girl's body, then in the Compositor apply it over a Freestyle render of the girl's clothes
If you don't want to use or learn FreeStyle (it's very powerful which means it takes a bit to learn it), you're still going to be doing stuff with the Compositor in order to combine two images (or generate the body outline and then combine it).

I don't think it's something you can easily do with a Shader unless you indeed use a mix node with your current toon shader + Transparent shader using say, a greyscale or white Freestyle output as the mix factor.

Incidentally if you are using Freestyle, take the time to setup render layers and render passes so that you can rerender the Freestyle without re-rendering the whole scene.
https://blender.stackexchange.com/questions/38725/adjusting-freestyle-in-the-blender-compositor

This isn't exactly what you want, but hopefully it's a jumping off point for you:
https://blender.stackexchange.com/questions/93939/how-do-i-make-an-object-visible-behind-a-specific-object
>>
>>605815
im not wanting freestyle outlines because I need to do this all with geometry outlines

I'm making a proof of concept for the shaders I'm gonna use in the game this model will be used in
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this is the closest i could get without messing with object/material passes, render layers, or modifying z-buffers

the way this works is you have a simple toon shader (the dot product of the normals of the scene's primary light source and the object the material is applied to plugged into a color ramp) with a shadeless white material
the tetrahedron and icosphere have unique, dedicated materials applied to them while their outlines share the same material
the icosphere material becomes transparent by taking it's "front/back" data (think backface culling) and inverting it
however, this also inverts the object's shading (areas that were in light now appear as if they're in shadow and vice versa)
to workaround this, i have a second color ramp set up the same as color ramp 1 but with the color stops swapped (cr1 has dark blue at 0 and light blue at 0.001, cr2 has light blue at 0 and dark blue at 0.001)

it's not quite what you posted in >>605805 but it's as close as i could get with no programming knowledge
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>>605799
Can always hope for a diamond in the rough over at >>>/g/
>>
What you want is called BOIT - blended order independent transparency

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Would you let him?
55 replies and 11 images omitted. Click here to view.
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>>604034
sadly, feels way too hard to get the feeling of a real nipple.
>>
>>604035
It helps if you treat it as the nipple of the laptop instead of a human nipple.
>>
he's pretty much the best tutor at the moment
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>>604036
kek
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>>603576
they're so dreamy

Does anyone here print and sell their own 3D art?
16 replies and 2 images omitted. Click here to view.
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>>605385
Mine prints well, the only downside is since it functions by acting as a second screen for your computer, error messages literally get carved through the model. You can solve this with a Raspberry Pi.

Otherwise it’s very decent.
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>>605374
>Repeatable inaccuracy
>>
>>605427
Wrong.
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>>605425
>error messages carved through the model
That's... interesting, and unexpected
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>>604442
For this 3D printing would be better for prototypes.
You'd have a lot better luck casting them.
I really don't think you could slide into the market for those though.
Bad dragon has you beat by years.

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https://sketchfab.com/models/2c9bbae15023491881d489089e607153

Is DAZ 3D good for beginners?
33 replies and 6 images omitted. Click here to view.
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>>605633
>Blacked
they're training buddies.
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>>605636
Cuck
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>>605653
>Cuck
because i like doing stretches with my bros?
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>>605663
So this is like some form of self-insert... ergo you're a colossal faggot who wants black dongs up the ass.
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>>605754
the size and color of penis i want in my ass has nothing to do with bros working out.

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What a time to be alive. /3/pots, why aren't you printing your own waifu heads?
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>>
speaking as someone who owns a 3d printer it would take a lot of effort to make. first of all 3d printers are still pretty costly(I was lucky to get mine for 160 on cyber Monday) and require a lot of time and effort. also they are very slow and depending on your build volume (mines is 4.5in^3) will take multiple hours to make; that is if the printer doesn't screw up 4-6 hours in and you'd have to start over again. I don't have any experience with making silicone molds from prints so you have to look that up yourselves and see if you think it's worth it.
>>
>>605457
>that is if the printer doesn't screw up 4-6 hours in and you'd have to start over again
Sintering, not stereolithography you brainlet. Sintering is more costly but doesn't leave fucking grooves all over the print.
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>>605473
>sintering doesn't leave grooves on the print
Not the guy you replied to, but it depends on the quality of your machine and if there's any post-processing done, it still builds the parts layer by layer
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>>605328
>printing waifus
kys asap OP
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>>605693
It does but it builds from powder, close up you can't see that it was layered.

>>605695
a smug reaction pic how will OP ever recover

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whathaveicreated
>>
Typical Mayalet output.
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>>605664
Spotted a Maxlet hater.

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WHY CAN'T THERE BE A GAME ENGINE I LIKE, REEEEEEEEEEEEEEE

I want to use unity for its "star citizen workflow" decal shaders, but lacks volumetric effects and feels like a clusterfuck of unofficial addons and plugins.

I want to use unreal because I find it very user friendly and has insane volumetric effects, but it lacks the scw decals and and doesn't have proper realtime GI support (lpv is just bland).

I want to use cryengine for its insane volumetrics and SVOGI support, but lacks scw decals and is very undocumented and looks hard to use, also almost no use in the industry
14 replies omitted. Click here to view.
>>
>>602401
Godot Master Race.

https://www.youtube.com/watch?v=XptlVErsL-o
>>
>>604510
Honestly... 3D part still looks horrible.
>>
>>602401
Just use blender game engine, it is Clearly the superior game engine
>>
>>602465
what are you trying to do?
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>>602401
>feels like a clusterfuck of unofficial addons and plugins.
it's just code you moron.

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I feel like doing a silly animation on blender but i don't know that to make. any ideas?
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>>605544
make cheetah animation pls
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>>605544
funi man do a funi dance mani funi
>>
Overwatch porn.

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Get ready for Blender 2.8 on monday folks!
https://www.blender.org/2-8/
9 replies and 1 image omitted. Click here to view.
>>
>>605481
It's the same post-modernist neo-futilist nonsense. Amanda Bott from Unreal (I am a bot) loves it.
>>
>>605504
From what I've seen, it's getting there.

Still need heavy improvements in the Sculpting and animation tools in order to be better. But I assume those will happen further into the 2.8 version's lifespan.
>>
>>605528
its just run of the mill. Nothing new to see here, just keep on sucking cock
>>
>>605475

be glad, getting a hard dick kicked doesn't hurt as much as kicking the limp one
>>
>>605474
>>605523
The model itself isn't shit but what has been modeled is

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How do I git gud at controlling edge flow and connecting edge loops? i'm aware of the existence of 3-branch and 5-branch vertices and that they're important but it's always kinda of random how they appear so I'm clearly missing something.
28 replies and 8 images omitted. Click here to view.
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>>605379
I was just confirming, because like you said, if people use tris, they should edit normals.

by the way, that's a high poly crate. If that's the closest the camera is ever going to be to that crate like in your screencap, there is no need for all that geometry. You could do all that with normal maps.

If the crate is going to be used as a destroyable object, then it would need to be higher, but not that still high.

Can you write why you made it that way?
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>>605386
It's not a high poly crate unless you target mobile devices. ~1300 tris is nothing on a modern game engine.
The crate is a destructable object, yes, but you don't use the same mesh for gib models, so that doesn't matter.
>>
>>605387

Not the original question goy but my question for you is:

Why use 1300 tris when you could use 12 tri or 6 quad you goober.
>>
>>605379
how do you edit normals like this in Modo?
I tried it a while back but couldn't figure out an easy way.
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>>605516
never mind figured it out now. was really easy. >.<

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ITT: Post resources for anime modeling that succeed in capturing the art style accurately.
Pic is an example of what we DON'T want.
2 replies omitted. Click here to view.
>>
Just make them like all the virtual youtubers
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>>602718
Chris Hart, that's who.
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>>602717
Buy anime artbooks, look at anatomy, and try reverse engineering some art.

It's far more effective than buying a shitty english how to draw manga book made by someone who can't draw manga, and just cashed in.
>>
>>602718
>>602749
>Chris Hart
A hack AND a crappy artist
>>
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>>602717
>anime modeling

animu isn't modeled.

it's drawn.

I'd like to ask an extremely naive question about poly count. I'm new to 3D modelling, and I am just trying to understand the approaches to in-game character/asset modelling.

What's better: low poly modelling? low poly modelling with high res textures and normal maps? high poly modelling? High poly modelling with re-topology? Is there anything in between? Am I a total noob who needs to go do one hundred different character modelling tutorials before asking about "best" approach to poly count? Does it all depend on the "look" that I'm going for?

Thanks for indulging me in understanding anything that I can about the different modelling styles for game characters.

Pic related show three different "levels" of modelling, as I see it. Please feel free to elaborate on the approach taken to any of them. Thank you!
14 replies and 1 image omitted. Click here to view.
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>>602170

Is this true even if you're working on something like a car? I don't know how you can model a complex, symmetrical object like that without mirroring.
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>>602179
you can, but you will be a moron for doying that....
how about modeling every tire separately?
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>>602153
>Asks if n-gons are a problem, as long as you're not deforming
>>602158
>Replies that n-gons can be okay, yet try and eliminate unnecessary geometry
>>602170
>Adds that n-gons can be a problem during mirroring, but are still generally okay
>>602179
>Follows up asking, how can n-gons be avoided when modeling a complex symmetrical object?
>>602184
Replies that you can use n-gons during symmetrical modeling. Implies moronic behavior. Confuses question at hand to be: efficiency of modelling symmetrically with inefficiency of modelling non-symmetrically. Derails actual question at hand: using n-gons versus avoiding n-gons.

OP here. Sorting that out, and clarifying for anyone else who got confused. [spoiler]... It took you 16 replies 4chan ... 16 replies :\ [/spoiler]

Thanks again to participants in insightful thread.
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>>602099
Depends. Personally I like to retopo a high rez mesh and then make an alpha map.

If you want a really detailed sculpt, like the picture you posted on the left: you need to do high rez, but you can still also retopo it later for rendering. The less polygons you have the faster your render time will be. Which is why:

If you’re trying to make video games: you need to know how to do low poly. Video games render in real time so you need to make sure nothing is slowing it down. Some AAA studios have powerful enough renderers to do high poly, like EA and their sports games. But in most cases you absolutely need to know how to utilize a limited amount of polygons.
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>>602099
Got a sauce on the middle image, anon?

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I stumbled on this program Called paint 3D- Its really easy to use! I made some characters, I am curious what kinds of things you guys made?
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Paint 3D has a SHIT UI and is a complete waste of time and money.

You Paintlets will never understand that nobody is gonna hire you with your knowledge of a garbage program like that.
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This is the 2D versions of the characters. I would like to be Ambitious and do this cover in 3D but i don't think my computer is smart enough
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>>605500
Send him to a computer school to get smarter.



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