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File: purgatory.png (316 KB, 960x540)
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How could I make this look more realistic?
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This is a shithole board.
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>>606419
>PBR materials
>Learn about realistic lightning
>use a good raytracer renderer
>use realistic scale (measure the models)

dunno about the rest.
>>
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Make the scene darker until the render is black and you can't see any of that nasty detail and texture
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>>606419
The light is supposed to be bright enough to shine onto the floor, but there are no visible light rays. The window is also a flat grey, you can't tell that light is even coming through it. Also yeah, pbr texturing. The pillar could be made of clay.
>>
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I made a few changes to it

I have been commissioned to model a jelly bean for a candy company. How would you go about doing this? No word on animation yet
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Nice meme.
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>>608403

Jesus, how do you get a job this simple and then don't know how to do that?
>>
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>>608403
In 3ds Max, first step is to create a 16 poly segmented sphere.
After that, stretch the middle until you have a pill shape and subdivide the segment with a slice modifier, several times.
To reach the bean shape, just soft select and stretch the middle polys. Then, use a ffdbox to distort the shape and make the tips thinner.
>>
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>>608461
After that, gradient scales can enhance the diffuse colors using a box map on the beams, and you should add a bump bitmap for those little nice bumpy looks. Later, you can add all the colors of the rainbows, just like real jellybeams. Good luck!
>>
>>608464
kek/10

A few months ago I watched a tutorial on YouTube about how to turn a picture of a dragon bas-relief like pic related into a 3d model of it.

Does anyone know how to find it?

I don't remember the software (probably Blender or Unity, as I was watching tutorials about those two in that period, but could've been something else).

Thank you very much in advance.
>>
>>606339
does he create an alpha in zbrush and just pull it out?
>>
>>607347
I don't remember how he did it.
I don't know much about 3D modelling, so I couldn't really tell what he was doing.
>>
https://www.youtube.com/watch?v=Eazr-lvSYVc

Something good (new or not) for under 100 bucks
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https://www.youtube.com/watch?v=WBEJoAoW944&t=0s

Just buy one of these, either the 2200G or 2400G. They're both great value for the money and have competent if fairly meek integrated graphics. Should be more than enough to hold any hobbyist approaches to 3D until you either decide to move on or upgrade to something more powerful.
>>
>>>/g/
>>>/pcbg/
>>
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not OP but i have an RX 480. is this any good for rendering in vray? or eevee? or whatever?
>>
Best budget GPU was 1030 until Ryzen APUs

Get Ryzen 2200G/2400G
>>
So I have $2/2.5K and I want to build a PC for rendering in Octane any recommendations? better buy new stuff? I've seen people using up to seven Titan X's but thats at least like 10K right?, is it ok to only have one? I also heard someone said you need to hire an electrician to do a proper wire setup since it comsumes lots of energy is that right?

related video
https://www.youtube.com/watch?v=d8psbsnbD78

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What is some cool japanese animations that make use of 3D?
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>>606517
>There are 2 texture maps, one for with everything having base color, and the other with color of shadows. You build a shader that uses one of the 2 maps depending on normlas angle. It all can be done in Blender.
is this how it's done in pencil+?
i'm not having much luck searching for useful info on this kind of shading, can you explain how to set this up or point me towards some more info?
>>
>>607192
They could aslo be swapping models
>>
>>607218
no, it's not. Pencil+ uses just materials and gradients.
And for an add-on costing 60480 Yen, it really doesn't do anything that blender cannot.

Check out http://blendernpr.org
They have tutorial on how to build shaders like in pencil+, and more
>>
>>607238
i checked that site and was able to make a nice two-tone toon shader, but i'm not seeing how to get the little shadow areas around the nose like in the bubuki buranki gifs above
even some info from different software to give some insight would be great
>>
>>608389
You can
edit normals or
edit UVs like in guilty gear xrd for black lines or
actually model the shape of the shadow with shadeless color and animate that

File: kH9z0K5.jpg (912 KB, 3456x1944)
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Seriously. Every post is trying to compare it or shitting on other people's software, or shitting on people who use Blender.

Wtf guys? It's not even an "I'm poor" excuse - Autodesk's products are available for free if you say you're a student - they don't even check your email address! Modo has a free trial and a cheapo subscription version. Betchya Lightwave and Cinema 4D have the same.

If you guys spent half as much effort on improving your skills, talking to industry people, networking, making a good portfolio piece etc. as you do on complaining about software on this malignant board you'd be industry pros by now.

Seriously, just focus on the fundamentals and get over what software you use. If a studio uses a different software than you do, learn it for the art test! Just...geeze!
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>>608163
Yea. Software are tools, and any 3d software can make anything - it's just about degrees of difficulty. Find what works for you and just get good at it, make good art, stop circle jerking about software choices.
>>
>>608163
>>608167
True, but the only "problem" in this whole story is jobs in the industry, and that's what some people are afraid of. It's impossible to be certain really how many companies would hire you and wouldn't care if you only work in Blender, but according to job postings, Blender is pretty rare.
>>
>>607976
I'm a codemonkey not artist but heard secondhand that the artfags have issues in the industry because other artfags don't take them serious if they say they use blender.

It makes kinda sense too, it takes serious time to learn it to be good with one program and so every camp sticks to what they learned because switiching makes them a beginner again and they don't want to loose any status.
The whole "wich program is better" is essentially a war on who has's to relearn the pipeline and thus put more effort in and obviously neither side wants to loose that.
>>
>>608221
Sure, but freelancing is an option if you don't want to learn any other software for some stupid reason seen countlessly on this board. But if you master any tool any other is number of times easier, workflow is pretty much the same, only logic of program changes
>>
The opinions

>>
>>608390

And now we're bored with you.
>>
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Any chance Valve is ever gonna update Source and SFM?

Not the OP, just curious. I have no horse in the SMF horsedong porn race.
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>>608397
seems unlikely. last update was like 2013 i think? it's fucking valve, they have brief periods of excitement over a new thing and then they leave it to rot.

and even if they did update it, it would still be a toy built on top of a video game. it's what makes it accessible for people who find real software intimidating but it also means it's never going to get the sorts of features people want, like subdivision or fluid simulation or whatever.
>>
>>608397
Source 2 is running on CS;GO and DOTA now so it's only a matter of time

1974
https://www.youtube.com/watch?v=SPMFhcC4SvQ

Do you think they also played with boob size parameters back then?
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>>603946
can somebody make and sell shirts of these
>>
stop talkin about ez money cucklet and enjoy the meme
>>
needs crystal castles
>>
>>607642
What the fuck is a meme you fucking neet that is a work of art
>>

tell me why it's easier to model in Maya/Blender/4D than Max.

I'll wait.
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>>608171
It's usually about blender. Let's try this for once.

>>608111
Max gets off on a wrong start with the editable poly/mesh thing. Even the terminology is wrong.

The modifier list has some good stuff but it is unnecessarily long. A lot of modifiers can be omitted and implemented as settings within a more generalized modifier (FFD 2x2x2, FFD 3x3x3, FFD 4x4x4).

The interface is very clicky clacky. Feels heavy.

It doesn't seem to support unconnected vertices, which can be super handy as helpers or for filling in later.

Has way too many distracting pop-up interruptions for simple operations like cloning parts of a mesh.
>>
>>608111
It is if you learned it that way and is more used to it.

That's literally the only actual reason anyone could ever have.
>>
>>608313
Lies. Started with Max, I was instantly faster in any other software after it. Speedwise it goes like this for me atm (from the fastest to the slowest):

>Blender
>Modo
>Maya
>Max

I'm faster in Blender than in Modo because I have more experience in it though, so that might change since Modo is godlike, but is also a lot different from other programs so it takes more time to get used to.
>>
>>608248
>Let's try this for once.
How about no?
Software threads are NOTHING but enormous baiting fests and lead to nothing, ever.
They only exist because everyone seems to be talentless and frustrated around here but wants to be one of the cool guys and say something.
Meanwhile collaboration art threads fizzle out and people who post artwork get ignored or memed at with cheap yesterday memes
>>
>>608111
Becuase I'm used to it

File: FBXERROR.gif (1.11 MB, 959x622)
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Hey /3/, hope you can help me

>Using 3dsmax
>I've CAT rigged and animated [with the skin modifier] a model I made and want to import it into UE4
>When I export the CAT rig to FBX the body parts get jerky and parts randomly sperg out in individual frames
>Sometimes it looks alright on playback but when I scrub the timeline the issues become apparent and even more so when I export to UE4
>The results appear to be completely random as I can export the same scene and the rig will twist in random ways when I've seemingly used the same process for export and after hours trying to figure out what the issue is I'm no closer to my answer
>Tried exporting with multiple options
>Exported model to OBJ then reimported
>Created brand new rig to test the model and got the same error
>Created brand new model to test the rig and got the same error
>Contemplating killing myself if I can't get this thing to work

The best I can figure is Max 2017 has some weird issues going on with the FBX exporter.


Comment too long. Click here to view the full text.
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>>608194
Could you download it and try to add a skin modifier to it please? I'd really appreciate it if you could see if the problem replicates itself in another version of max
>>
>>608194

Is it just me or is the OBJ importer fucked too for 2017? Every time i import a multi-material OBJ, it overwrites every polygon with the 1st texture. Older 2013 version didnt do this
>>
god speed anon
>>
>>608197
I can't open Max 2017 files in Max 2016

>>608335
You should never use any other exchange format than FBX from 3ds Max
They're all buggy or lack some kind of functionality to force you into using FBX
>>
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Op here, figured it out. Max 2017 pre SP3 has a bug that glitches out CAT animations. There's a script workaround but upgrading to SP3 seems like it'll work. Wish I had known it was a bug and not something I was doing wrong two days ago. Would have saved me a lot of pain.

File: 3d-printed-suzanne.png (402 KB, 674x501)
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What is the best hardware for a Blender pc build, lads?
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>>606217
No it isn't you fucking idiot.
>>606252
Redshift becomes super-slow when doing that you fucktard.
Whats the use of a GPU render when it slows down so much that a CPU render is as fast and looks better.
Also Redshift looks fake.
>>
>>605800
I'm pretty sure team red is a lot faster with render times
https://www.youtube.com/watch?v=G-90qEJAVkU&
>>
>>605716
Get a top end threadripper and 4x Tesla V100s
>>
>>605725
3ds Max build might actually make money
>>
>>607961
Only because evee and the quadros are winning in this video so what's the point?
Besides linus is a fucking moron so this video is worthless anyway

Havin bool tool issues

use blender they said
its free they said

what the fuck is this shit?
blender version 2.79
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>>608320
Because why would you need to cleanup if you use a rounded edge shader and the piece doesn't deform? If I had to cleanup after every single boolean operation, it would be so slow that I wouldn't even use it in the first place. Just apply bools everywhere and bake the shader down and everything just works.
>>
>>608325
Nigga, okay man, but it really depends highly on what the fuck you're trying to achieve.

Also, depending on software, if you don't at least "clean up" by using triangulation and deleting construction history, your mesh/scene will fuck up and/or you will get crashes.
>>
>>608327
I know, that's exactly what I'm saying. Depends on the software, depends on what you're doing, so don't generalize. In some cases it can be perfectly fine. Nigga.
>>
>>608328
Well in OP's case, it wasn't fine.
>>
>>608342
??? Why not? I don't see that he's trying to subdivide it and he's using booleans on a perfectly flat surface... The problem he had has nothing to do with bad boolean usage, he was just doing it the wrong way and fucked up.

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Why do all the autodesk fags hate Blender other than the reason of "its blender xDDDd". Like what are actual faults of it that make it inferior to Maya or 3ds or any other software?
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>>608330
from what i can gather there is a difference between beginners of different 3D packages

people that work with maya/max pay more attention to topology and structure. i don't know if its because of tutorials or because they had formal education.
blender beginners typically make models with poor topology, they tend to try things that are not intuitive in their work (eg. modeling something easy using booleans or modeling characters with awful topology).
i think this is because most of the information regards blender is all over the place, you can't really find a good tutorial by just typing "blender tutorial" in youtube. i do my best to direct people to youtube channels that make good consistent content.
>>
>608331
>people that work with maya/max pay more attention to topology and structure.

There are plenty of bad models on deviantart made in maya or 3dsmax or modo or zbrush, there are just more bad blender models because third worlders and children can download blender
>>
>>608331
Lol, I don't defend anyone, but this is next level projecting right there.
>>
>>608330
>It's not any harder to learn than any other 3d software.

I've learned both that, Maya, and Max. It's true what you say that most of what you learn is interchangable but holy hell was Blender confusing in its way of handling many things.
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>>608326
I never "gave up", otherwise I wouldn't be able to talk about this at all.

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>>607798
Learn to use the archives.
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>>603991
Use different programs.
granted most of the programs demand you be able to draw and know how to draw locks of hair, but they are far better and faster then this method.
>>
>>604003
what scares him about it is how much bitch work there is in it.

look at zbrush fiber mesh, or even z brush sculpting hair, you can even make fiber meshes from sculpts.
>>
>>604717
z brush, fiber meshes, there are so many good ways to make hair, the what this person is doing it is tedious. the resulits are ok, but so many other better options.
>>
Or you could use a particle system in combination with some hand tweaking and some hand placed strands, and get a better and faster result that (once you've completed the initial setup) you can re-use for other models

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Beggining houdinifag reporting in. Man are these tutorials officially the worst ever created or is the program just terrible?

It's like they say "if you can't explain something simply, you don't understand it".
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>>608036
It depends on what you are doing. I have found knowledge of trig, linear algebra, geometry, and increasingly geometric algebra to be useful. Understanding Calculus is very useful in CHOPS. Don't let the math scare you, this isn't like math class where you are forced to do everything by hand . it's a lot easier when you can use a computer to solve a problem you really care about.
>>
>>608073
python might be more useful for 3d software (not just Houdini)
>>
>>607533
Just going to point this out because I fucking hate dealing with people who say shit like 'I do all my modeling in X, its not just for X' no fucking shit, but X is the reason people use it in the first place, not all the other shit.

From my understanding houdini is the current be all end all for procedural generation with a special focus on visual physics

If you do not need these, look for almost anything else, if you do, bite the fucking bullet because houdini isn't holding your hand.
>>
>>607533
Off topic coming through.

X-Particles 4 will never be cracked so should I learn houdini only for particles?
>>
>>607533
Programs can be the best at what they do, and awfully unintuitive and convoluted at the same time.

So the question of whether its "just terrible" is never easy to answer.



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