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https://microsoft.github.io/TRELLIS.2/
8 replies and 2 images omitted. Click here to view.
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>>1023806
>>
>>1023641
its over... in 2-5 years maybe
>>
>>1023641
I tried it and it’s the same/worse then that Hunyan Chinese model from 9 months ago
>All details melty
>Badly applied texture, makes it impossible to even decimate
>Terrible baked shadows that look bad even in unlit game
>0 progress on topology
>While mesh melted together, something previous models tried to solve already
>Faces still look fucked up
If you showed me this model year ago it would look like small step forward in the state of the art. But now it looks like they went backwards/are stagnating extremely hard. To me it looks like proof that we will need some brand new innovation to solve the current problem, kinda like how image gen got better and more controllable once they started using transformers for images, making multimodal LLMs rather then using diffusion models.
>>
>>1023862
AI sucks at these really precise patterns & strict angles. it doesn't get it. the result will always be tessellated. the only solution is to not bother with this point cloud type stuff but just make it build it from scratch via proper box modelling or as close as AI can get to proper box modelling. I'm guessing there's not enough data for it through and there's no real way to scrape it even if you dump it from a bunch of games the result is usually not quite what the artist had in mind because engines convert to tris.
>>
>>1023844
> in 5 years the 60 year old algorithm will change
lmao, no.

Hide your children and run.

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Previous thread: >>997798
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>>1023557
7
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>>1023558
8
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>>1023559
9
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>>1023560
10
>>
>>1021825
That's some tough talk for someone in range of the 90s cgi cannon

I don't have any experience sculpting/modeling but I want to start. My main goal is to create MTG/Souls like environments,creatures and characters, but I'd also like to make more fun, stylized stuff. I can't seem to find a step by step guide to develop the skills I want, every tutorial I see is about making specific models which I don't know if they're worth doing or just a waste of time. Here are some things to know:

>I've used Blender and Daz in the past to create renders, but not to model or sculpt, so I'm not exactly starting from scratch
>I have Zbrush
>I have a drawing tablet
>I'm interested in this as a hobby, not trying to make money or a career.

I guess what I'd like to ask is if there's any structured guide or advice I should follow instead of watching random youtube videos
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>>1023829
I don't want to do the meme donut retard. I'm too good for this shit.
>>
Many of the "go along" tutorials are the same shit, so just grab one that is modeling/sculpting something you are interested or at least related to it like a basic human/monster and do it, even if it's a slog you will learn something or at least how to use some of the tools. After that you have two options
Start modeling/sculpting, see what you lack and study it or see other people work and try to replicate it. And if you don't understand something you ACTUALLY NEED, you search a tutorial about it.
Go to tutorial hell.
>>
>>1023811
>My main goal is to create MTG/Souls like environments,creatures and characters
the key to this is to just keep layering in texture at finer and finer scales.
>>
It's amazing how anons still reply to a troll thread in good faith
>>
>>1023864
There are no non troll threads and i want to talk 3d

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Cooked, is what we are!!
Over, it is!!
BTFO, eternally, forever.
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It's not due to AI because AI can't fucking 3D model game ready stuff nor precise stuff like architecture visualizations. It is due to outsourcing to jeet companies
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>>1022864
Oh really, Jessica? Wanna test my BWC (Big White Cock) first before I change your mind about AI?
>>
>>1022787
Welcome home Concord dev.
>>
>>1022787
Not fault of AI when it comes to 3D because as said >>1022864 AI can’t do 3D for shit. My actual guess is combination of jeetification and AAA game companies flopping. Ubisoft lost majority of its value because they have not released a good game in a decade, same goes for lot of other studios, flop after flop for the most part while I die games are getting better, and indie devs usually don’t hire that many artists.

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Does anyone have a simple way to do retopology?
No matter how many times I try, I just can't get it right.
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I just glanced over vseeface document and it looks like all it needs is for you to have all the properly named blend shapes. In that case, it's up to you to sculpt your blendshapes in a way that makes whatever janky topology you're using look right.
We can't see the edge flow on a shaded model, so we can't give you any advice on it. MY general blendshape advice is to make sure they look right. If it doesnt look right, go back and fix that part. Do whatever it takes to make that expression/etc look right. It's not dynamic. You get to put every vert where it needs to be. So use that power.
>>
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>>1023627
>>1023624
I'm willing to bet you could fix your model by going in and avoiding subdiv modifiers until you actually nail the shapes. You have some clear features like the hips and navel but they aren't built around an understanding of the muscles underneath the skin. Do an A pose for better shoulder deformations and definitely revisit that tube tail it needs a little fattiness towards the bottom as gravity naturally pulls the meat downwards into a sort of eggy ellipse shape. It's not a bad start, spend some time with anatomy and topology, I recommend a washable marker and drawing on your own body if you want to start understanding loops better and how you should be solving for them. You can also look at other people's models in 3d wireframe but that's like feeding an AI more AI, you should be getting your references right from the source.

You're doing pretty good though definitely better than where I was at when I started
>>
>>1023624
>go into grease pencil mode
>draw it over
>?
>profit
>>
>>1023624
>use 3dsmax
>apply retopology modifier
/thread
>>
Updates OP.
Did you fix it? Did you move to the next part of your project?

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so has ANY of you fucks actually used this for something?
what's your experience with it been like so far ?
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>>1023770
>never microfillet.
even as a last step on a separate subtool? is plasticity topology that bad?
>>
>>1023775
I meant I never microfillet in plasticity and do the smooth edges in zbrush instead. The topology is literally computer-perfect, the best optimized possible if you know how to use pixyz and clean up a little, or it can be adapted for high poly editing in zbrush.

Though plasticity also has a built in obj exporter you can use with it's topology control which I use for simple meshes.
>>
How the fuck is the industry working on meme AGI but we still don't have an AI that reliably does remeshing? How the fuck is that possible? Remeshing is full of repeating patterns, it should work well for AI automation.
>>
>>1023799
zremesher, dynamesh and decimation master already exist. what do you mean?
>>
>>1023746
>>1023747
>>1023770
how did you learn?

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Reminder: Subscriptions SUCK!

Have a 3Ds Max/Maya question? recently started a project? Or simply want to complain about Maya crashing?

Previous thread: >>
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>>1023486
5 dollars paypal chud
>>
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>>1023210
>>1023211
>>1023486
>>1023487
The 'use pivot points' checkbox is an internal UI state of the Modify Panel and is not exposed to the standard MAXScript interface and yeah there is no direct .NET or qtMax property to toggle this specific option either. The best way to acces it would be to call a win32 command directly adressing the control but that fucking shit istoo convoluted.
Best workaround is to instance the modifiers on the rest of the objects after the fact. Yeah its stupid but don't fret too much fighting max's arcane 20 year old frankenstein UI.
Video was recorder using a screen dimmer.
>>
>>1023508
macroscript ModifiersToObject
category:"cHAIRnERD"
buttonText:"Modifiers"
toolTip: "Modifiers to Object"
(

try (

obj1 = selection

obj1prim = obj1 [1]

obj2 = pickObject rubberBand:obj1prim.pos


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>>1022988
THIS IS THE AGE OF AI AND YOU NEED A GUIDE TO PIRATE SOFTWARE?!? ARE YOU RETARDED?!
>>
I just found out it doesn't know what .glb files are??
what ?

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Soon a new year is upon us, and I will once again try to stick to blender and be a creator and just a dreamer
>>
>>1023684
Wow tell it to /adv/, not /3/
>>
Oh look a fresh hellspawned retrotranny HRT "artist" looking for its motivation to do its shitty lowpoly cris garbage

What's stopping Blender users from switching to a superior set of various software which excel in their target abilities?
8 replies omitted. Click here to view.
>>
>>1023465
>shortcuts and nothing is transferable
haha
shortcut monkey
the blender monkey should be the default scene
>>
>>1023446
if you have a school email, you gain access to all autodesk programs for free
>>
>>1023489
>Anon asked questions
>You respond with some nonsense ignoring the questions
You should up your game, shizo.
>>
>>1023657
That you can't use for commercial work and the files are directly tagged as being made in an educational version permanently.
That was a good try, too bad you're an idiot.
>>
>>1023803
wrong, schizo chud, they are not. you can make money off of it.

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It really is just fucking over for us isn't it?
https://www.youtube.com/watch?v=Ie55JOHh_1s
https://www.youtube.com/watch?v=ycPS_n-t9to
https://www.youtube.com/watch?v=HsJOQY1UN08
https://www.youtube.com/watch?v=RjVi03raBcs
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New reason to kill myself just dropped.
>>
>>1021163
>>1021170
make a good thread you fucking morons
or go to twitter
or lurk
>>
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>>1021195
>>1021199
>>1023749
go to twitter, bye
>>
>>1023776
>twitter
Funny you say that because...
>>
>>1021163
People need to shut the fuck up about AI. It's going to do a few things before it gets better:

1. kill a shit load of people; like how all these morons think they can rig AI to control semi trucks. They can't figure out how to get them to park and suck ass in bad weather

2. this is just like automation. It will help production, but the people will displayable skill will COST MORE now.

3.The AI bubble will pop once these fucking morons in Hollywood, WEF, and UN figure out that it's not a magic cure all.

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Just learned to combine pixelbasher, aseprite, asset forge, pixel composer and blender.

:D

I really love this style.

pls rate.
>>
>>1022910
>pls rate.
Cris/10
>>
fuck off cris
>>
>>1022910
it looks like shit
so it matches your style perfectly
stop fucking around and make your game, cris
>>
>>1022910
looks pretty. if these other posters are anything to go by though, it looks like you need to get back to work

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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...
>>
>>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?
>>
>>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.
>>
Same skeleton or something idk
>>
>>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
>>
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.

How would I go with painting my own normal map from scratch? Experimenting with a better workflow than the traditional baking here.
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>>1022616
Don't tell him that
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>>1022500
this is what I was going to say. what a cool technique. recently used this on the front of a filing cabinet
>>
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>painting a normal map
Brushstroke stylization aside, why wouldn't you just make a bump map and convert that to normals instead?
In GIMP the normal map filter lets you control the steepness of each converted layer, so you can over or under-emphasize different elements like scratches and bevels.
And since GIMP 3.0 you can toggle and preview the normals in realtime as you edit the greyscale.
Just a matter of getting comfy with the gradient tool and using the curves filter to add bevels or dimples in the inclines.
>>
>>1019700
list 5 AAA games with hand painted normals
>>
>>1019553
fuck off cris


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