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My newest reload, I think It's my best yet, what do you think, AAA quality?

kill you'reself
This one seems good. But stop opening threads for this shit and ask in WIP, especially since you don't even say anything after posting a thread and it just does after a few posts.
Dies* shitty autocorrect
It is getting better. But quit making threads for this.

As compared to 3 weeks ago you are exponentially better than you were.
hand literally flies over the charging handle.
in real life people usually put effort into charging a gun

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I want to create mechs for unreal engine 4 what software do I use for that?
Depends on personal preference. I use Max and Substance Painter for most of my modeling + texturing, and sometimes ZBrush if I want to detail things more organically or retopologize booleans. Others might prefer some other combination of software like Maya and Mari, or Modo and 3D Coat, but it doesn't matter much as your ability to use said software.
I would suggest at least trying out some of these programs and starting out with the ones that you feel most immediately in tune with, and getting really good at it. Most programs are better than your ability to take advantage of them, so don't feel like you're missing out on anything by picking one over the other.
blender for the model.
substance painter for your textures.

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Are there any modern-ish games with active level design communities? Hard mode: games that aren't multiplayer only.
Want to start putting what I know about environment art to use but I can't think of any projects that don't involve making maps for ancient games or just making realtime showcase stuff that doesn't actually demonstrate any level design.
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Which guys? I've done modding old engines to death. Like I said, I want something I can apply absolutely all of my skills to, not just level design + ability to use photoshop.
I could get back into the Quake mapping scene using nothing but my dick to navigate the level editor if I was really worried about getting approval from, uh... Guys who don't like modern shaders? I'm not really sure what your beef is.
Simply that I don't like shaders and I suspect many people don't either. Perhaps you may want to focus on something else like game logic, particles, physics and other functional effects. Trying to compete with AAA developers on pure cosmetic shaders territory doesn't make much sense to me.
I'm not looking to compete with AAA developers just because I'm using a completely standard modern texturing method. All I'm really looking for is an outlet for the environment art I'm already practicing.
Total War games.
Modding is dead my friend, it's either old games or making your own game in UE4 now.

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What's the process for modelling clothes like this?
Is MarvelousDesigner overkill for this, vs just doing it in Maya/3D Max?
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Use the 3d program you are familiar with. If you´re good with both programs I guess I can relate to your problem. Just flip a coin, thats it.
Seems like MD would be overkill for this, just detach some polys from the surface you want the clothes to be on, and extrude out from there.

Those are very low poly clothes with hand painted texture maps to give the illusion of detail. Marvelous Designer could be considered an overkill for making it if you were to buy Marvelous Designer just to make those type of clothing, but if you already have MD then there's no reason you couldn't use it to create that type of clothing.
>create base mesh
>use the base mesh to block out your clothing
>use modifiers to give your clothing a better fit to your character
Like everyone else said:
>make naked base mesh, ideally quads
>select areas I want to be covered, duplicate and separate from base mesh
>start fiddly diddly do-ing those polys into what I want
You didn't mention it but if you were interested in cloth simulation based clothing, that's a whole other thing that often has you make kinda unintuitive geometry that is then going to get contorted by the power of MATH into behaving like cloth

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Why do we like Substance Painter again? The UI is horrible...
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Yeah, they are total assholes. Being mean to pirates is one thing, fucking over your customers is another.
"investigation" fees.
Nice try Foundry.
They make an accusation? They have to prove it.
If they charge you, you reject that claim, and demand a proper title they won't get unless a judge sees the proof. At least that's how it works where i live.

I can't wait for Blender (literally), i am back on Maya as my main DCC and learn Houdini so that i can do more complex stuff.
But i am still using Blender and C4d.

polygamy beats monogamy any day.
blessed is he who can choose.

Yeah, the foundry can kiss my shiny balls. I'll only buy Modo if another company ends up owning the software.

About Blender, well I used to be the biggest Blender hater on earth. I was always shitting on the software for being free and "amateurish" but like most haters, I didn't even know why I really hated it. Maybe because of it's community (which I still hate). But the software itself is just amazing. Rigging is a breeze, rigify is great for people who hate rigging, animation is very good too. It's not going to become the industry standard anytime soon but it's a fantastic tool for indies and freelancers.

I tried C4D a couple of times, I really liked it... until I tried importing my model inside Unreal. C4D doesn't export smoothing groups, so I can't use it for game developement, which is a bummer. The modeling aspect of C4D is really interesting, you can model some really cool stuff just with a few clicks in the parameters without even touching the mesh.
Ha, i always knew i hated Blender because of the annoying fanboys. When i watched a couple of HardOps Videos i got hooked and started to learn it. Now I try to keep an neutral position, meaning beating on the haters and fanboys equally.

Blender is an useful tool in my tool-set, shits going to be extra awesome when Eevee fully works.
I am still learning rigging and stuff, i need to get my Maya skills up to date so i'll focus on that in the near future.

I'll never got comfy with Modo, nor with Max. I kinda liked XSI, but never had the chance to learn it really (RIP).

What do you think about Maya 2018 so far? I think it's way more usable than 2017, there are less UI glitches. I'm still waiting for the bonus tools, it's taking forever. I don't understand why they don't add them natively to the software, especially the curve to tube (which every other 3d packages do by default).

I have 3 days off work and would like to become very proficient (for 30 or 40 hours worth) of tutorials for hard surface modeling. Animation and rigging are totally irrelevant to me.

What program would you recommend? I have a bit of experience in both Blender and Maya and I'm leaning toward Maya but would like to hear any "I wish I had knowns" if you have them.

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I can't model at all, but I did the next best thing
piece a bunch of shit together with recolors.
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Matt Smith as Ronald McDonald?
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lets make this into a game.

This will look great on our 3D display https://youtu.be/IIrYal-ksMk
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2d borderless display

I think I want a snuggly little clown waifu now.

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Absolutely fucking based

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Its so you dont have to creatw meshes for your sinulation or object to collide with it and c4d does that for you automatically you absolute retard. Not for video games
If it allows to mask something (like rotobrush in After Effects/Nuke) to not get tracked this would be the GOAT addition.
Look at the tree in the final render ofthe video.
I wanted to see him decide to move the camera in realtime like they do on CSI

So, this is really only useful for people who have no artistic ability whatsoever.

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I am developing a game that includes decorating your room with many purchasable items/decor/furniture/room types similar to Nightclub city/Farmville/Club Penguin Igloos. I want the art style to be similar Farmville, but not sure of what the art style is called. Also was wondering if it would be necessary to hire an art director if I wanted to keep releasing new items regularly after the games release or if it would be better to pay for a freelance artist to regularly design the items for me. Thanks
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much appreciated! Have you had any experience finding a freelancer online? like websites similar to Fiverr? And by concepts do you mean like free hand sketch mockups? or a rendered digital mockup? (my terms are very amateur sorry)
i am a freelancer (or at least was)
if you have any movable characters (animated) make sure your guy knows animation.
if its just click & point game, there is no need for that.
you could hire a freelancer to do it all, but in that case its best you hire an art studio which specializes in making game assets. usually called "art outsource studio"
>And by concepts do you mean like free hand sketch mockups?
yes, but not just sketches. but actual digital paintings.
>a game that includes decorating your room with many purchasable items/decor/furniture/room types similar to Nightclub city/Farmville/Club Penguin
you rapscallion!
just wait till you see how rapscallinous these in-app purchases are
the whole game is just the user's personalized room. and as for animation I'm thinking just a few spinny things or a shark tank wall with one big simple shark. An outsourced art studio will do just a few mockups for me? and would I tell them I need "2d isometric art like farmville"? lol

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hello, i'm working on a very cool project (hardware) and I need a kind of hub for connecting multiple things, I found a very cool model to use, but I don't have the actual 3d model for it, do you have any idea where I can find it ?
That's not how they suck. Who's the retard that made that? Sage, to avoid spreading zoological misconceptions.
why not pay money for the things you want?
Why don't you just model it yourself instead of literally being a useless leech? If it's the pic you posted, that shouldn't take long at all.

If you require literally every part of the project to be handed to you, what part are you even doing?
He's the idea guy. Sage, to avoid spreading zoological misconceptions.

hey /3/, I come from /g/ and I wonder if I can curb from doing fullstack web development to some 3D modeling/animation. I have some experience with art but i mostly leave that to the design team.
Is Blender a good way to start practicing? thanks
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basically this.
>of an actual professional software
come back when you're not a pajeet, sweetie
As I explained here >>584078 , the convention used by most dictionaries is wrong, and I am right. I know more about softwares and english than they do, and the language doesn't even have academy to standardize it, so no one gets to say I'm wrong. The plural of software is softwares, and you're still a triggered Blenderfag.
Well, you see this thread. Welcome to /3/ OP, you won't find shit here. This is literally worst place to look for an answer for anything.

A triggered blenderfag? you're the one here looking for trouble and talking shit about a software you know nothing about. And we all know you aren't paying for your softwares you hypocrite. I can't wait until Autodesk audits your ass.

Is there still a career in drafting? I was thinking about getting an Associates in computer drafting, while learning Autodesk fusion and revit on the side.
I checked BLS and the site said that electrical and electronics draftsmen are still in need.
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hundreds of drafting jobs here in California.

i want to learn drafting because of how many i see.
Have you tried Eagle with Fusion?
That could get your feet wet with electrical.
Depends on what kind of drafting you want to do. architectural, engineering or machinery. Architectural, get into both Revit and Autocad, Engineering focus on Autocad but do Revit on the side, in case you want to branch off. Machinery, Like CNC or something, get into Fusion or see what the company you want to work for is using.

It really depends is what I will tell you. I am in second-tier EU country and the job of what is basically a draftsman calls for higher education and is called "CAD engineer". I know in western EU it is different though.

I myself work automotive in Catia V5, my peers are mostly young, working 0.5, 2 and 5 years. During job interview employer himself told me that it is mostly temporary position, something for 2-3 years and then transfer to being project engineer ot FEA guy.

>Is there a career in it?

Eh, maybe not career, but I guess job has rather stable prospects. People can't design for shit and managing documentation do everything will be nice and clear is tedious and ever needed task.

Oh and prepare yourself for working only a bit in CAD and rest in managing database records, checking filenames and making such awesome things like adding 4 points and 2 tolerances to 10 different drawings and signing yourself under each. A job that good script could solve.

t. wants to automate his job after 1.5 month of working in it
Nope, No future unless you want to get about as much as a person bagging groceries.
All design work is offshored to third world countries with any mistakes fixed with a boilermaker on site or a engineered work around.
Accountants think it cheaper to do it this way.
Bring on the blockchain and destroy these parasites living off a system that they never built

>Just read the sticky.
>Theres nothing about Solidworks.
>Have any of you guys used Solidworks before?
>How did you learn it?
>Are there any books or links you recommend for someone with limited knowledge on Solidworks?
>Inb4 Youtube
>Inb4 Google
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>Just read the sticky.
>Theres nothing about Solidworks
There are probably 10 people that occasionally browse /3/ and use CAD programs. That said, most CAD software uses the same code to build your objects with a different interface, and like
said. CAD programs have help menus and tutorials for every function and command built in. That's where you'll have a problem with
>Inb4 Youtube
>Inb4 Google
unless you are going to pay for professional education.
>Are there any books or links you recommend for someone with limited knowledge on Solidworks?

>Inb4 Youtube
>Inb4 Google

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Solidworks is great. I took 2 uni courses in it and use it daily for work.

I got gud by taking on building a weeby action figure as my final for the first course. Learning to model organic shapes in SW really helps you get a good grasp of how the tools function and what they can do.

I know he teaches at a few colleges, but if you can find one of the courses by David Curiel he is EXCELLENT. Knows the program, truly loves the program, and he's a fan of anime and toys so if you want to learn to build props or figures he'll support you 100%. He also provides FANTASTIC videos on every step. Can't recommend him enough.
Fusion 360 is also good but it has a different purpose and different strengths from Solidworks.
Fusion 360 is shit and not suitable for real engineering. Don't expect to get any jobs using that shitware.
Use it daily for work, we make metal sheet products and Solidworks has great tools for that.
I legally downloaded Lyndas videos on SW2016 and it helped with the basics, learnt metal sheet working from YT tutorials.

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How much for a replica of this model?
Rigged vs unrigged.

Let me know. Thanks
The costs of the lawsuit for copyright infringement.
220 and 160. Implying texturing is included and both models would have animation-ready topology.

Sounds reasonable.

Email me your portfolio.
No response.

Anyone here interested in making monies making that model?

Send me an email here
It's not going to be used commercially, buddy.

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Hast this pastebin even helped anyone?

prior thread:

Requesting less reeves shitposting.
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What are the best solutions to make animations for genesis?
export to 3d software of your choice.
yeah but any of them? is there one more adapted for animation?
import BVH
New thread.

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Alright, what do you think? What could I have done better?


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