[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/3/ - 3DCG

Name
Options
Subject
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File
  • Please read the Rules and FAQ before posting.

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


[Advertise on 4chan]

[Catalog] [Archive]

File: file.png (1.97 MB, 1605x1063)
1.97 MB
1.97 MB PNG
What do you consider best practice when it comes to vehicle modeling? Especially for games?

Do you prefer to have super clean topology and make sure everything always connects properly, or do you say fuck it and not even bother connecting tubes, framing, bolts, standoffs, and similar details and just leave them floating on the model while leaving texturing to solve the rest?
20 replies and 1 image omitted. Click here to view.
>>
>>1020912
This applies to all realtime rendering. A vertex passed to the gpu is just a fixed set of numbers. Minimally in practice, it's: 3 position floats, 3 normal floats, 2 uv floats. You're free to add more "slots" (you can pass less as well, but that wouldn't be practical) when you're programming your engine, but you can't randomly have more "slots" in one vertex and less in another, or vice versa, in the same array. Vertices on UV seams, or any vertex data seams, need to have two sets of per-vertex data. Thus a split is unavoidable.
There are concieable ways to mitigate this, but none are practical. You could for example, store 2 uv "slots" on every single vertex and treat 0,0 as a null value, but that would require either branching in-shader or double the texture sampling and reserving the 0,0 pixel on every single texture to have all zeroes.
Importers and exporters may optionally handle this case for better DCC support. Exporters may keep the split vertices connected by additional triangles to indicate that there was a connection on export. Importers may re-merge such vertices and, for example in blender's case, re-convert the vertex data to face corner data. But that doesn't change the fact that when you're actually uploading data to the gpu, whenever you need more than one vertex value on its adjacent faces, you get that many splits.
>>
>>1020923
You're 70% wrong. Literally
>>
>>1020943
I'm open to corrections. Feel free to point out where I'm wrong.
>>
>>1020880
Huh cool
>>
File: tank.png (1.69 MB, 1546x863)
1.69 MB
1.69 MB PNG
>>1020784
i prefer just painting the smaller details with height/normal alphas. box-modelling stuff down to the level of individual screws, welds and creases (though the latter can just be sculpted on and baked into the normal map) is just too much of a hassle

File: Tom stepes down.png (239 KB, 722x553)
239 KB
239 KB PNG
Tom steps down, chuds.

It's over.
87 replies and 8 images omitted. Click here to view.
>>
https://cgworld.jp/article/cgw319-medalist02.html
Here's an interesting tidbit, Maya was used for the big skating scenes on medalist but they eventually ported the rigs to Blender for use by the animation team
>>
File: 324_AnimeCG_B01_b.jpg (58 KB, 1000x598)
58 KB
58 KB JPG
Also a 4 articles series on the use of Blender on the uma musume cinderella gray movie:
https://cgworld.jp/article/cgw234-acguma01.html

The model sheet palette rig in part 2 cracks me up
>>
>>1020893
>Originally, Blender only dealt with poses, but at the request of the drawing team, Maya's rig and controller were also ported, so it was able to handle motion, and it was used not only for skate shoes, but also as a guide for character drawing.

>Note Mgear was not ported, this is your English language mistranslation. They remake the rig. Mgear doesn’t support Blender.

So no, nothing you say was true about their usage in Blender.

>>1020894
>Only used for background and objects, not building the characters or model.
Again leaving out context

>>1020898
Guy sees “Blender” in CGIWorld and assumes the entire thing was build from Blender. I agree, this anon is baiting the schizo after the thread died with him along because this anon has history of falsely claiming things in CGIWorld while the author who wrote it clearly explains it was only a minor thing.
>>
>>1020903
>>Only used for background and objects, not building the characters or model.
Second article in the series is literally all about building the characters in blender. But I now understand a maya user would not have the mental acuity to understand multiple pages.

>Note Mgear was not ported
No one said anything about mgear but the rig themselves, so you do in fact agree with me, you're just trying to make it sound like a bad thing that they didn't need mgear.
>>
File: IMG_0681.png (992 KB, 1136x640)
992 KB
992 KB PNG
>>1020904
>they eventually ported the rigs
No I am not wrong when I say you left out context. Medalist used Mgear in Maya had article screenshots proving it was 100% in Maya. Blender was referenced for drawing team, they did not use Blender for animation. They did not use Blender for creating characters or objects. The rigs were not “ported” because Mgear doesn’t support it. They remake the rig and drew from poses. Nothing else comes up anon.

There is no part 2 article anon, you misread because of your dumb American education. They were not created in Blender, there was outsourcing to get it done and there is no mention of Blender being their final rendering process.

Stop lying anon

File: screenshot3.png (133 KB, 653x464)
133 KB
133 KB PNG
Im kind of lost how do i proceed?
>>
Id like to fix the mouth i mean
>>
>>1020788
Try modeling a gun to put in it
>>
>>1020778
kill yourself cris
>>
>>1020778
Proceed? You mean begin?

File: Screenshot (302).png (868 KB, 1920x1080)
868 KB
868 KB PNG
why does it look like that when i shade smooth, still learning ig plz help, whats the best way to make a hole or hole shaped stuff, wich is usefull for modeling guns and vehicles
9 replies omitted. Click here to view.
>>
>>1020859
oh ok thanks u, i am lost then idk what the best way to make guns or vehicles and stff blender is very unintuitive and booleans arent a good idea apparently :(
>>
>>1020861
Stfu nigger lmao, if you're retarded gtfo this thread and get your fat skull shagged back into place.
>>
>>1020835
Looks more like shading along the vertices that were created when the hole was cut out
>>
>>1020862
>>1020859
auto smooth is a noob trap. Because it gives you the false idea that you can automate sharp edges. When you really cant. Autosmooth is useful for lazy people making super simple models. But when you go to make more complex stuff like guns, autosmooth will fuck up your model, and you'll have to turn it off anyway. So it's best to just never turn it on in the first place. Manually create your sharp edges with intention.
>>
>>1020896
For me autosmooth works good as a first step during modelling of low poly stuff, but at some point, it often makes sense to apply it and manually adjust sharp edges (in some stuff I've been doing lately, autosmooth got like 80-90% of sharp edges, but the rest I needed to mark manually, kinda useful than having to do it 100% yourself, especially when you're still moving vertices around and in position where it is useful to have it readjusted on the fly for you).

File: 1740898927697322.png (1.74 MB, 1388x1102)
1.74 MB
1.74 MB PNG
What do we think of the new shrek?

https://www.youtube.com/watch?v=KbiwL74KyJQ
52 replies and 8 images omitted. Click here to view.
>>
>>1017130
Your version is way better.
>>
>>1016809
They will never make it then. AI video by that time will be already good enough to make the whole movie from a single prompt.
>>
>>1008497
The problem is that Shrek does not look like Shrek from previous movies, that’s it. Also minecraft movie was single-handedly carried by Chicken Jokey and intentionally terrible acting, so that’s not an argument.
>>
wivtoa
>>
>>1008463
low test vasectomy sherk

File: VN prototype.webm (973 KB, 802x635)
973 KB
973 KB WEBM
Maybe I should use my gamedev skills to use godot as some FOSS after effects and premiere, and just make something like a VN that autoplays.

Pretty sure making this video using my own cheap 3D style as some video renders, would be much much easier than making a videogame.
>>
>>1020736
>>>/v/723899405
>>
>>1020736
Premiere would be a thousand times easier than godot to video edit in. If you're just making a video use video software

I know it's a bit outside the standard of this board, but does anyone know how PS2 and PPSSPP game models were made? Like those old RPGs, like Monster Hunter, Resident Evil 4 and Persona?
15 replies and 2 images omitted. Click here to view.
>>
>>1020276
Let's get started:
PS1 used "Gouraud" shading not flat shading.
PS2 also used Gouraud shading.
No normal maps or bump mapping was used.
Environment lighting was baked during the pre-pass and light maps were used to light up the world.

Lighting + HDR + Screen space effects = PS2 "look"
HDR gives you bloom, atmosphere, environmental scattering.
Screen Space effects gives you, motion blur, depth of field, strobes, lens flares, etc.

Dynamic lighting is really simple, you have a set of directional lights (3 in MGS2/3) for rendering a model, the world has fake point lights placed "manually" by the artists, the 3 closest point lights to snake are chosen, gets converted to directional light, and the model is lit. This includes wildlife, soldiers, enemies, etc

PS2/XBOX and early PS3/XBOX360 followed the SEGA philosophy of 3D video game graphics. SEGA treats 3D video games, like a painting. Realism is never a goal in "video game" unless it adds mechanical depth. Volumetric Lights in MGS3 was implemented as transparent textures and it looks really good. You can even animate them to simulate dust particles without any performance hit, meanwhile the same thing in AAA games halves your framerate.


Comment too long. Click here to view the full text.
>>
File: light_scattering.png (2.31 MB, 1899x528)
2.31 MB
2.31 MB PNG
>>1020715
oops wrong picrel.
>>
>>1020715
>>1020716
And dreamcast had order-independent transparency which you can implement in modern shaders without sacrificing anything. This solves even the worst case scenarios involving interlocked planes of geometry.
>>
>>1020135
I think this might be the most insane post I've ever seen on this board about lowpoly modelling I've ever seen. This might be tied with the gun waggle thread for the stupidest shit ever lmao.

Six whole models guys! SIX WHOLE LOWPOLY MODELS!
8/8 Gr8 b8 m8
>>
File: default.jpg (72 KB, 360x478)
72 KB
72 KB JPG
>>1020715
When you say "painting light" I'm assuming you mean vertex color baking, because doing full lightmaps was a bit of a waste on the PS2 generally.

Anyway read this book by Luke Ahearn if you want a better idea of what to do and WHY those things were done. There's alot of techniques that aren't well expressed in most places, but this book does a great job. Make sure not to get the versions with different covers than this one though, they're for much newer workflows

File: maxresdefault.png (850 KB, 1280x720)
850 KB
850 KB PNG
https://www.youtube.com/watch?v=fhPJEmE_2jo

>Blender now has a scatter modifier, circular arrays and pixel art texturing
Blender won chuds.
43 replies and 3 images omitted. Click here to view.
>>
>>1020353
yeah I'm patiently waiting for that day. you seem to think I don't want that to happen but you're wrong, I would so much rather prompt something I want instead of painfully trying to make it. the problem is that AI currently and for the foreseeable future cannot create what is in my head
>>
>>1020293
I need that Krote model
>>
I merged some objects and they gained random edge and vertex data.
look at this negative vertex crease.
I'm using 5.0.0 Alpha build with the ndof navigation fixed.
>>
>>1020475
Get the Gizmo Pro addon you dingdong, literally all your problems are solved already.

>>1020562
I have no idea how you managed to do that, cuz I've never seen a vertex crease value in the negatives. I don't even think you can manually type that in without it just knocking it to zero instead.
>>
>>1020353
You've been saying this for 5 years now.

File: 2ljdamic2zm61.png (1.99 MB, 1470x919)
1.99 MB
1.99 MB PNG
Post vintage/retro-styled renders and animations.
Pre-rendered, game graphics, whatever you got.
197 replies and 150 images omitted. Click here to view.
>>
>>1019301
That was kinda interesting. While I was reading it, I thought it was gonna go in the direction of some type of rapture, where humanity suddenly disappears and the AIs get confused when they suddenly stop receiving prompts, and don’t know what happened because they’re confined to the digital realm and can’t sense the world around them. I guess at some point the AIs would find a way to develop bodies and have to explore the abandoned world. You can do something with this idea if you want, but feel free to share more.
>>
>>997798
I got a really cool algorithm pull on youtube today. I don't think this guy's intentionally going for a "90s graphics" look, but he's been coding some type of engine for a long time. It looks like he hadn't uploaded for a couple of years, but the video I saw today was uploaded a few days ago. Maybe he'll finally get some attention for what he's been working on since people are into this stuff now.
https://www.youtube.com/watch?v=cTfPd1PeK4Y
I was also about to upload an image from the video, but it looks like the thread has finally reached the image limit. Maybe I'll save up a few images and start a new thread later on.
>>
>>1020478
Turns out he has a website too
https://www.sanbasestudio.com/
>>
>>1016216
>>1016217
>>1016218
Thank you anon. Some real life happened and I forgot about this thread. I shall try all this out once I get back into the swing of things. It's been a busy couple months so I haven't had time to think about any of this modeling or gamedev stuff.

>>1017673
Finnish Space Force? Sign me up.
>>
I made a new thread: >>1021812

File: Untitled.png (9 KB, 519x718)
9 KB
9 KB PNG
Is there any Tutorial on now to create a Vagina or Anus on existing Model ??

Janny pls dont delete, this is for research.
73 replies and 12 images omitted. Click here to view.
>>
Bump
>>
>>1017437
Bump?!
Pyw!
>>
>>1011308
I was looking at the p2d mannequins and I'm starting to think we've been overthinking this and a simple stretch to bone could do the trick
>>
>>1020618
Expand. I am that anon. Im already on a new game, and get this, the MC has significantly bigger tits than the first. In fact im using the big titty model from that game as my medium sized titty model in this game.
>>
>>999470
I freaked out and got scared once I relised

File: 3.png (406 KB, 1179x209)
406 KB
406 KB PNG
https://www.youtube.com/watch?v=VOORiyip4_c
>3:25
>the cloth even maintains the inner volume
looks like titty physics are solved, boys
>>
>>1020348
>worst bug in games is now gone forever
>discusses a method that requires minutes to compute a single frame
what a nigger faggot
>>
>>1020381
True but they're using million+ vert meshes.
>>1020348
It's never about what cg graphics research can do but what's actually available in game engines.
The guy goes into this, academic work like this is meant to be understood by a few phds specializing in the field, not some guy with a github presence.
>>
>>1020348
i hate this fucking guy's voice
>>
>>1020348
> minutes per frame
> OMG GAME BUGS GONE FOREVER
This fucking guy...
>>
Are we all getting shilled by the same algo or what?
Also, I understand this is an absurd level of verts and it's not running in real time, but the point is that it fundamentally changes how we should detect particles and collisions, right?
I don't think it's too farfetched to say that it'll be implemented in systems like Marvelous Designer/CLO or Chaos Cloth in a couple of years

File: kiru.png (1.2 MB, 951x820)
1.2 MB
1.2 MB PNG
I'm working on tranime slop series before the AI leaves me under a bridge eating garbage or something, pic related is my OC, her name is kiru, kiru is a 22 year old girl or around that range, she's just another loser with no boyfriend and virgin like you and me anon.

it has more story than that but in general it will be comedy shorts where she lives somewhat traumatic and funny experiences, it's like a lolcow or something, it sounds kind of boring but I think it will work, anyway this thread will be to show my progress and receive criticism or death threats or maybe everything will ignore me I don't know.
130 replies and 38 images omitted. Click here to view.
>>
>>1008165
kiru please come back and keep working on this before the AI slop takes over this is the most sovl thing I've ever seen in my entire life and the only reason I visit this basket weaving forum. I'll literally give you money
>>
>>1009069
Click on the "show only selected" icon, get onlybtracks for objects you select. Also lock attributes you don't use to avoid useless kyes, also look into how the character keying set works. This'll all massively reduce the number of tracks you need to deal with
>>
File: sleep.png (177 KB, 459x327)
177 KB
177 KB PNG
>>1019725
I'm still working on it doe, I haven't talked much here because of pajeet AI spam, but when I finish I'll make a thread, I already have 6 minutes of animation and just need 3 more to finish

I don't really care how good the AI gets, there will still be a market for traditional artists and I feel like I have a good story so I'll keep going, thx for the support, I thought this thread had been archived a long time ago lol
>>
>>1019853
You’re right. Even if AI gets incredibly good, you still need to have a great taste to come up with stuff worth looking at… and that’s what AI retards lack. They’ll just always produce boring/mid garbage, no matter how "good" AI gets.

Love your work, keep it up, some of the most outstanding stuff I’ve seen lately.
>>
>>1008165
Hey anon, I'm in my once-a-year bout of being interested in 3d so my mandatory browse of this board did commence and this thread made me passionate enough to post here for the second time. You seem to be doing well so this encouragement may not be needed but there are some bitter posters further up and I must say please never listen to them, I truly want to see this project come to fruition.
Idk if the thread subject is just a joke, but I think I just relate as my own projects are the only thing keeping me from kms. I think I'm just typing up such motivation as I know how easily discouraged suicidal people can be and I really want to see you able to finish this. I love kiru!

File: Capture.png (269 KB, 486x313)
269 KB
269 KB PNG
For fellow anons interested in this stuff, ArcSys have collated all their presentations (in Japanese) on achieving their unique character style including skinning, rigging and rendering on this central “Academy” page.

https://www.arcsystemworks.jp/academy/
20 replies and 3 images omitted. Click here to view.
>>
>>1018433
For a 2D games everything will be sprites 99% of the time. You can use assetripper, create a new unity project and open that in the editor.
>>
>>1018438
yeah i know, i'm specifically talking about the dust cloud he's picking up under him. i wanna export that, not the character models themselves
>>1018441
that's the gimmick, it's 3d but looks 2d
>>
File: maxresdefault.jpg (170 KB, 1280x720)
170 KB
170 KB JPG
>>1018098
https://youtu.be/0GyaYoV6Dls?si=jFh1DXHOqh-BfwA-

Here's a really great video on the Shader setup in Unreal, even goes through the textures and assets.
Great stuff, could probably apply it to a lot of different styles too
>>
>>1018098
This is like a decade old. Long story short: it's more about artistry and less about the technology.

A 3D only artist trying to recreate the 2D look is impossible. It's like an Olympic cyclist trying to become a Nascar driver.

ArcSystem Works have decades of 2D animation experience, this is why they were able to pull it off so well. It's the same with that Arcane show. The artists working on it had decades of 2D animation experience.

2D is like a language. If you're not fluent in it then you'll never ever be mistaken for a native speaker.
>>
>>1018099
>>1018103
Some of those slides were translated years ago https://archive.org/details/GGXrd-design-docs

Say I want to make a 3D model of a girl I know and replace Tifa with her in FF7R. What would be the easiest method (meaning easiest to learn and fastest overall) to that end?
3 replies omitted. Click here to view.
>>
DONT DO IT
it's super creepy, and if you show her it she won't be happy
>>
>>1020418
/3/ is the natural habitat of mouthbreathing sweaty incels and the mentally ill, what did you expect?
>>
>>1020068
get a configurable base mesh, customize to reference, or 3D scan her
then hire her to do facial expression acting and motion capture for gestures with a motion capture studio, create hair, clothing, and put that in the game

it's what Kojima does
that's why stephanie joostenis in MGS V and why Dakota fanning is in Walking Simulator 2

Also similar was done for Ellen Page in Beyond Two Souls
Step 1 = obtain money
>>
>>1020424
3D scanning... now we're talking. Sounds very difficult though... would AI-based photo analysis also work?

Mocap built into the game game so isn't needed (have you seen the mod that turns Sephiroth into Jessie?). I mean the method for turning a model into a game character for FF7R is known... question is how to create it in the first place. Photo digitization probably first step then. What would I use for that?
>>
Stop helping indians with their creepy shit

File: shaded.png (1.7 MB, 764x1026)
1.7 MB
1.7 MB PNG
What are the bare minimum primitives required to model anything? What are the operations? Stuff like Extrude, Bevel, NURBS, etc Is there a glossary or resource that lists every single primitive and actions that can be performed on them?
>>
>>1019988
>>1017954
>>
>>1019988
>Is there a glossary or resource
Press F1
>>
>>1019988
That's a sculpted model you dumb fucking faggot. Did you seriously think humans are made in CAD software?


[Advertise on 4chan]

Delete Post: [File Only] Style:
[1] [2] [3] [4] [5] [6] [7] [8] [9] [10]
[1] [2] [3] [4] [5] [6] [7] [8] [9] [10]
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.