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File: Capture 5.png (1 MB, 1677x500)
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I find it is easy to create and pose the characters in Daz Studio then export into Blender where a artist can do so, so much.
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>>643265
Get off the pedestal.
>>
>>643265
kek
ST fanart is like another level of autism, so you are not one bit better than all the weebs here
>>
>>643265
>The manga look is way too over saturated.

Its printed in black and white, how can it be too saturated.
>>
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>>643278
I am on a bridge, not a pedestal.
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>>643322
Hanging a retroilluminated picture of stars on the wall doesn't take you to space, Anon.

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\3\, a newb question. i like low poly stuff such as pic related.
how do i achieve this, is there a method to this topology?
also, how would you approach to creating that texture?
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>>643269
Always choose more polies. I don't care if you're trying to be traditional. Alphas and backface drawing will always bog down your system when compared to extra geometry. Today's systems are designed to handle millions of vertices, but draw calls are the devil.

You will learn, young padawan. I'd go the rareware route:

Hexagonal cylinder
inset
delete
bridge
>>
>>643271
The problem is I have a beach area and a jungle area, in beach photos, at a not so far distance, the vegetation just turns into an unidentifiable mass of green. Surprisingly I couldn't find what individual plants makes those things up. Like, just normal tropical non-palm trees or what? I am gonna cut the world up into scenes so if it's far back enough I will just color a plane green and throw up some painted backdrops behind real trees.
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>>643273
Is it really always more polies over alpha textures? Like if I were to make a metal fence, my first thought was to just paint all the bars on a flat plane instead of modeling.

>You will learn, young padawan.
Yes, I want to learn. Is there some good course for all the low poly knowledge?

What about more bones in armature vs blend shapes?
>>
>>643273
Do alphas really cause that much trouble? Even on 256x256 textures? That'd be a huge oversight that I've done thinking that it's more efficient than more polygons.
>>
>>643279
>>643289
There's really two cases with alpha. If it's alpha testing (ie a pixel is either opaque or invisible, which means as far as the z-buffer goes it's just like a pixel from a non-alpha polygon) there won't be any noticeable perf problem. If it's alpha blending (ie a pixel can be partially transparent, in which case the z-buffer can't be used and the polygons need to be sorted and drawn in-order), then there will be a sizeable performance hit.

But for low poly you don't care about that shit, you'll never hit the polygon counts for which it becomes a problem. So yeah, alpha your fence, no worries.

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Let's start with a New Year's gift from the God itself:

https://www.youtube.com/watch?v=CHtbvCDVJKc
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>>642984
Yes. You need to have enough RAM (you probably do already), and faster disk access to the code/temp build directories helps, but the majority of time is spent on CPU. The more cores, the bigger caches, the better. Ah, and RAM speed helps too, of course.
>>
>>641623

Yes you're a pissed off incel because women are in a game, doesn't change anything about their art team.
>>
>>600052
Why is this engine so slow? It takes half an hour just to start up and building lighting takes even longer with small scenes.
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>>643305
Building lighting is essentially the same process as doing a 3d render. You're asking why 3d rendering is slow.
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>>643305

Because unreal uses an outdated stone age method. Every other engine does that shit in real time.

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Hello /3/ divegrass season is coming soon!

>What is it
A virtual football tournament played in PES17 AI vs AI, pitching 4chan boards against each other, players represent the board’s memes. The tournament has wo tiers, the top-level Elite play in Winter and Summer while the lower level Babby plays in Spring and Autumn, this is the latter one that we’re talking about.

All the info here
https://implyingrigged.info/wiki/Main_Page
https://implyingrigged.info/wiki/FAQ

/3/ has been around as a team since 2012, went inactive in 2016 and 2017 before reviving last Spring, where it had some successes (like blowing out /f/ 5-0) but unfortunately the team couldn’t advance to the top level of competition.

/3/ team page:
https://implyingrigged.info/wiki//3/
/3/’s run last cup run:
https://implyingrigged.info/wiki/2018_4chan_Spring_Babby_Cup_Qualifiers

Comment too long. Click here to view the full text.
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>>642506
Is there a donut or teapot ball?
>>
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>>642787
This is the /3/ ball
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>>642790
Cool idea anon, but why the fuck did you model the handles instead of slapping an alpha'd texture on top of a sphere?
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>>642792
Because that way it looks crisp at any distance where a texture gives this blurry effect up close. Also texturing is much simplier; just slap the UV on appropriate bit of the texture, whcih can also be much smaller
[spoiler]I didn't actually make that model; it pre-dates /3/'s return in Spring, but I would've done it the same way[/spoiler]
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>>642790
Looks neat.

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You decided to 3D, What was your goal?
me
>Make a bunch of animated videos for youtube (I have allot of ideas already)
>Make games from my favorite genres
>Do 3D for the rest of my life creating cool shit
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>>643266
Making a streambait game and become rich.
>>
Make a game. Literally. Any game that would be fun and nice to play for me and friends.
Get better at 3D, not just sculpting and modelling but also other visual things like animation, vfx, texture, grooming, particles, concept art, simulations, etc. I can currently only do model, uv, sculpt, texture and animation, concept and want to improve and sorta "make it" by grinding skill.
Understand and read about games/art/entertainment, not just modern and new ones but old retro or traditional games or old movies understanding cinematography and photography, cloth and design, fine arts and history...
Bit too ambitious for a literal nobody but i dunno i'd still be happy if i make or learn something than remember time was wasted again.
>>
>>643266
My extremely niche fetish is exquisitely suited for VR, and 3d in general.
>>
>legitimately bought zbrush 2018
>legitimately bought substance painter
>absolutely no idea what I want to do with it
>>
>>643272
>as a kid, i dreamed of animating creatures, but that seems like would require too much effort and isn't really worth the time

It does require effort.
Effort that nobody will ever recognise.

Just download Blender, make a shitty character, slap a dick on it, fumble around trying to animate it without really knowing what you're doing, throw it into Unity, assign any key to play the animation you made, call it a game and enjoy being hailed as a king and becoming a millionaire with absolutely no effort at all.

t. Someone who managed to make animating creatures their day job

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I'm a huge fan of nintendo's games. but one thing always really confused me. why do they think that throwing a camera dependent rim shader to simulate rim lighting makes a game look good?

ever since the wii/ds games they seem to have a massive hard on for renders with rim lighting. and from a design prospective, rim lighting is almost always distracting or flattens the image.

like pic related, there are some highlights on the characters' shoes that make no fucking sense, even if you wanted to try to say they were bounce light or environmental light. like what gives? why won't they just let the light naturally highlight the forms of the models?
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>>642680
>why won't they just let the light naturally highlight the forms of the models?
Have you ever worked with any realtime lighting? Natural rimlights from global illumination and/or multiple light sources is WAY more expensive in realtime than a simple shader rimlight. Everything in realtime is basically unnatural trickery, rather than 100% accuracy you go for the closest looking thing that's fast enough to do.
>>
>>642680
These are Nintendo consoles you're talking about. Much more efficient to do these shader tricks than to bother rendering actual lighting.

Hell, most games aren't even 1080p on the Switch. Not worth sacrificing performance for something nobody will notice.
>>
It's a really cheap effect to calculate in real time makes the characters stand out from the background really easily.
The Mario on the right, his shoe won't get lost in the shadow and blend in with the roof from a zoomed out perspective, you'll still see his full silhouette.

They really hammed it up with games like Mario Galaxy and Zelda WindWaker to use cheap shaders for really dramatic effects, and it's stuck because they use cheap hardware and usually run really responsive games, and it gives better results than emulating realism on hardware that pales in comparison to the competition.
>>
>>642916
You can't sacrifice performance if you don't have it in the first place
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>>642954
Can you please take the stupidity back to /v/

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Is VR still a thing in the industry or has it already been left for dead?
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>>642514
It's very niche, but as a developer/artist it's the best time to join since the thing hasn't boomed yet,so you can gain experience instead of joining late as a slave. Kinda like programming 20 years ago vs programming today or app development in 2006 vs today.
>>
>>642917
I spend like 5 hours in VR(chat) a day, and use stick movement and smooth turning without issue. And there are plenty of people who are in VR even longer than me. I used to get slightly motion-sick from flying vehicles, but they don't phase me anymore.

There's reporting bias of course, since I only talk to the people who are in VRChat with me, but I don't think it's as much of an outlier as you think.
>>
>>642668
That bald pedo is always like that though.
"overenthusiastic" you can say.

And chink shilling is in full force right now too actually.
People got tired of getting fucked in the ass by HTC and oculus, so they jump on the first half-assed non-htc lighthouse HMD with open arms.

State of the industry is pretty sad right now.
>>
I bought a ps4 vr set. It was kinda cool, not a game changer, though.
>>
KFC, Walmart, the future of VR seems to be employee training

Y'all are fucking dumb if you think gayming was the use and not just a way to get money while enterprises try find a use for it

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we're back

previous: >>637320

Reminder!
This thread is for any simple and/or stupid questions about techniques/software. If you think you have a question that deserves its own thread, such as thoughts on [new technology], etc., by all means go ahead and create your own! Otherwise, please post in this thread.

Also, please do head over to the previous thread and help to answer any unanswered questions!
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What are the best asset marketplaces to throw your assets on? Preferably ones with lots of users and smallest cuts of the profit.
>>
>>643113
>smallest cuts of the profit.
If you consider the cut when pricing your assets, per market, this becomes a non-issue.

TurboSquid, CGTrader, Cubebrush, Gumroad, Unity asset store are some places that you may want to look into.
>>
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Can anyone tell me what the heck is going on here? I'm new to both Speedtree and octane so forgive me if this is an easy fix.
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>>643261
invert your alpha map
>>
Is it possible to make cheap 3d models for commissions?

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So my dad recently got into 3d modeling, but he's super insecure about it. I feel like he's progressing at a great rate but he's weird about putting his stuff up for people to see. I've told him get constructive criticism! But he's new and I don't know...it is what it is. I was hoping maybe getting some feedback on his stuff might help him.
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Definitely not shitposting and I appreciate the feedback. I screencapped some of the thread and sent it to him. And he sent me a link of his first model he put up for sale on turbosquid. So I appreciate it folks. Also, here's his artstation https://www.artstation.com/chrislincoln
>>
OP I was about to call you a lying faggot but this seems legit. Congrats on having a based boomer dad to discuss 3D with.
>>
>>643120
>fear; people ripping apart his work
What? He's an adult, he can handle it.
Everyone has to experience failure once.
>>643077
Here, the main problem is the carpet. It lacks depth and the self-shadowing that would result from that depth. It's not difficult to fix, he can look up some tutorials on tiling geometry and bam, done.
>>643076
Here, I don't like how the cabinets don't seem to have any surface detail to them. Certainly in real homes people do go for that look, and if he was also going for that, perhaps he should study the materials more deeply.
He's otherwise technically good.

I'd like to see him showcasing a real "scene" though. Don't just give me something to look at. Make it complete by showing these assets and environments as part of a greater picture, that tells a story or evokes emotion.

This is where his real skills as an artist will show, and where he'll start receiving real criticism.
>>
>>643076
I see a lot of knife-sharp edges in these that either don't have big enough bevels or aren't beveled at all. Photorealism 101 is "bevel fuckin' everything"

He's overdoing it with the DOF. I know it's exciting to emulate a real camera but tell him to calm down with that shit.

He also needs to work on being sure he's using appropriate materials in appropriate places. The black plastics on his Atari console and controllers are glass smooth, but the real deal had a rough finish. This is a pretty obvious detail he should've picked up on while looking at references, and I'm not sure how he fucked it up. Also, why are the insides of those cabinets glossy and reflective? Very weird.

He's obviously doing quite well overall, and you should tell him that's the consensus amongst a bunch of very nit-picky people who love to tear each other down.
>>
>>643210
agreed, first thing I said was SHOW ME THE SHAG! The carpet was way too flat.

Also I get what you mean about surface imperfections. I think he's having a hard time getting past the product showcase look. He does a lot of that, and when we're photographing and making box art and all that, the mindset is the opposite. It must look IMMACULATE. No dust, fingerprints, scratches, everything is photoshopped out.

I'm not sure how to pull him out of that. This is all some great feedback though. I wish he'd seek this stuff out on his own.

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It can't be that hard to find, yet I can't find it anywhere, it's an international thing from what I know
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>>642887
surprisingly, /g is extremly leftyfag, even more than /lit.But it don't browse every board on this site. /3 is more neutral, with some leftfags here and there.
>>
>>642887
It's called a joke.

Anyway, there have been some good studies about intolerance toward jokes and fascism. Point is, there is a very strong correlation between both, which makes me fear the current leftist neo-fascism very, very much so. They can't take jokes. Any movement who can't take jokes is, by definition, really, really fucked up somewhere.
>>
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>>642888
>/g is extremly leftyfag
>But it don't browse every board on this site
el invasor...
>>
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>>642930
>>
>>642740
It is easy to find and I know exactly where to find it. I just won't tell you because this is a stupid endeavor and the style should go extinct.

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How do you achieve anime?
>>
https://www.youtube.com/watch?v=yhGjCzxJV3E

There, now stop asking
>>
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>>643235
^ Draw this on the floor, slit a goats throat and say "blender will be industry standard by 2020" three times. The spirit of Ton Roosendaal will appear and grand your the power of modeling weebshit, but only if you use his special meme software.
>>
>>643235

>> Learn 3D
>> Unlearn Anatomy, Proportions, and Talent

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After working in a studio for years, Im trying to move on and apply to a new place. So Im making a new portfolio. Im currently looking to work almost anywhere in the world.

I studied architecture and I feel more confortable with architectural visualization renders. I work with cad, max, zbrush, substance painter, v-ray, UE4, ARkit and several other programs.

>What should I do for creating a nice portfolio? Almost every big studio tend to make the same render every single time. Is there any special thing they look the most?
>How bad is to "get inspired" by other buildings/projects to make my own 3ds? Should I design my own instead? I always give credit to the original architect/project, but Im not really sure if this is a good thing

Pic related but not my own job
>>
>>643217
Look at job postings on upwork, allot of basic jobs for arc vis and informational videos etc.
Generalist is fine if you can make it work, But if you're looking to get freelance jobs or studio gig for each skillset make something they want to see... that's it.

EVen if it's one piece, if it's a good enough model or animation etc it'll be enough.
You can then increase pieces over time.

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Are there Houdini users on /3/? What are you learning or working on?
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>>641867
>>641876
I imagine there will be a lot of game development pipeline, modelling, and animation improvements, since Houdini is expanding rapidly in that direction.
>>
>>641876
>>641878
Yup I've used it, it's fucken fantastic
>>
>>641948
Great to hear. How did you get to test it, are you at a facility that gets the new toys early to test-drive?
>>
I know there are a few jokes in the docs, so I thought, well, maybe this has to do with the Marquis de Sade, and I did a search to make sure. As it turns out, the first results weren't about the Marquis, but a porn actress who goes by the name "Sasha de Sade". Coincidence?
>>
>>643193
>Sasha de Sade
>actress
Googled Sasha deSade : Shemale Pornstar Model
are you trying to get people off Houdini?

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Blizzard animator took him 4 days for animating 4 second Overwatch Highlight
Is animating really that hard?
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>>641304
What companies?

Asking 'cause I'm lazy.
>>
>>636705
animating by hand (and having it stylized as opposed to dry and "realistic") is extremely hard.

don't believe retards like these: >>641375
>>
>bawww realism bad!

Aww, does de Iil' baba vvant his jingly sparkleh key-keys?
>>
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>>636975
>>637114

baka
>>
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>>643231
>>636975
https://www.youtube.com/watch?v=KtnSGfKVw94

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how many of you went to school for 3dcg? If so, where and was it useful? I've been a 3dcg hobbyist for years now but I don't feel like my skills have progressed much in the last few months and I feel like school may be the best option for me if I want to get better.
>>
I'm a hobbyist as well but I've been on /3/ long enough to know that pretty much the only answer you'll get is: waste of money, waste of time, don't do it.
If you want to further your skills, my best advice is to just give yourself challenges. Task yourself with things like going through the character creation workflow in full, if you're already past that, then set a strict deadline for yourself, say get it down to two weeks or something. Maybe try making your own game, many people learn tons from the process of it alone. Or you could go onto social media and participate in whatever challenges catch your eye, Artstation stuff and all that.
While schools and all provide some sort of regiment to your workflow, there's a high chance your teachers won't be up to par and the pace may be uncomfortably slow (going off the many anecdotes I've read on this board). It's generally a more comfortable experience learning on your own, anyway. If it's a matter of time management, then you should learn to manage that on your own first then come back to something as time-consuming as 3D.
>>
>>643228
Not really qualified to answer this because I'm relatively new to 3DCG (about 2 years into it) but I have taken 2 college classes (credits that I could use for my own major, slightly unrelated field though) so I can at least weigh in to a lousy extent. From my experience, the stuff you learn from the classes I took are no better or worse than the tutorials you can find on Lynda, digitaltutors, and so on, granted it was fairly easy stuff. I do however think you get more value by taking such courses/tutorials rather than going to a dedicated school and paying out the ass for it. I've gotten better by just learning new things with each project. On the other hand, I don't think you can good, like REALLY good, without understanding some of the nitty gritty stuff that goes behind the scenes, like the /why/ things work the way they do, understanding how shaders truly function and that sort of stuff, but I'm unsure if that's even in the typical curriculum of a 3D Art major.




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