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is it difficult to move from 3D sculpts/modelling to Tradicional sculpt? i ask that because i'm kinda sad. I know i have just 2 years of 3D, as generalist, but somehow i think i do not have what it takes to keep in this 3dcg business..so lets say i change my goal of life, can i use some of the modelling knowledge to the traditional sculpt, or is it a brand new world to discover?

Any sculptors here to share some information/tips about this?
1 reply omitted. Click here to view.
>Modern church altars are made with cut stones
>churches are sinful alters to God
I can't stand the Bible

Genesis 19:32
"Come, let us make our father drink wine, and we will lie with him, that we may preserve seed of our father."

OP, if you wanna sculpt you just gotta do it. It's like starting with a basic mesh and only performing destructive work. Doesn't sound fun to me, but you do what you like, you know? How are you gonna know if you don't start?
>is it difficult to move from 3D sculpts/modelling to Tradicional sculpt?
Clay? No, not really.
Stone? Yeah.
Do you ever want to earn a living?
You as in marble and wood?

Jesus man, give up now unless you want to dedicate your life to this.
Clay sculpture is easy to get into, but the key is learning anatomy and form and 3d is a good if not better for this also drawing and anatomy study.
No reason not to combine both, sculpt in real life but try to daily anatomy practice.
Actually due to lack of any UI that would stop you learning tools in clay sculpture will be faster, but dont think you will have any much more idea as to what to do if you lack the knowledge and experience.

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>join a 3d related discord server
>mods have to interview you first
>chicken out
There is no future in 3d for people like, is there
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>well a large amount of it is networking
it's a fucking discord server
are you in the habit of sucking cock to make friends on Skype too
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Now somebody offered me a job, and I can't even respond to them
>no future in 3d
protip: invest into holographic projectors.
Either the suicide or the job, your call.
If you want to work at a studio where people are actually good, main thing they do is look at your portfolio to judge how skilled you are. If you are better than the majority of the people applying (which you better be, or forget about it) you will most likely get the job or atleast an interview.
I've never been in a situation where i didn't get a job and could directly blame it for the lack of connections i have.

Big AAA companies are always on the lookout for very talent artists, wether they are experiensed or not, you just have to be one of them.

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i am making a blender game and i want to add an uv to my mesh, but the mesh itself looks like pic related even through it is not when i use object mode/edit mode.
any ideas on how to fix this problem
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>I'm new at this
>ideas guy
>i don't know what the difference is between those 3
Oh man. You gotta know games to make games.
Considering it's supposed to be an indie 3d game, I would recommend Unity to you. It's free unless you make 100,000 USD with it, it's quite user friendly and it's just fine to make "just" game. It requires C# tho (don't even try js or boo on it). If you programmer is C++ type of guy and is too dense to move on then probably you should use Unreal Engine - it's harder to work in, but has way better performance that can handle AAA game. And you pay a share of sales but licence is free.

as for /3/ stuff:
It doesn't really matter what program you use. Any given 3d soft is capable of making low poly shit. Blender can be a good choice if you want to cut your spendings and I would actually recommend you this, since buying licences just to make bunch of roblox models is just a waste of money. If despite having blocky shit you want to have decent textures, you can check out Substance Painter. It's not free, but it's very easy to use and you can work very fast in it.
new in the sense that i've never done a 3d game before, but i've made many 2d games
the ideas guy is really the concept art, story, balancing, legal stuff, etc. so its not just a "LOL GUYS, WE SHOULD MAKE A CAWADOODY BUT BETTER!"
and yeah, i dont understand what you mean between the 3, you mean the graphics? the style?
also forgot to say, the /3/ stuff i ask is basically:
which is the one that would get me less legal trouble when monetizing this shit
>which means you'll never be able to sell your game.

How so? It's content made in blender if it was like that then you shouldn't be able to sell your models either
Is because the code of the game engine is gpl so if you include that you should make the game gpl too, I think you can sell the game and include blender inside as player, that way you can sell your thing, is better to download unreal, wich is also node based, I'll sugest also unity but is c# based code so will be harder but have lots of tutorials, don't try godot, is shit

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Why does it look like the scope on the awp from cs go has no smoothing groups? It has been bugging me ever since I first saw it
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I'm not the only one then :p

My guess is its elongated tris, it normally causes these normal artifacts. But these could have been remedied by baking from a smooth highpoly model for the normals...shame on you valve.
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I suspect the circled cylinder has no height subdivision, resulting in enlongated tris. Elongated (right cylinder in my pic) tris generally don't shade smoothly in game engines due to floating point errors. The left would shade smoothly, but is obviously more verts, so it's a trade-off.

"high-precision normals" can sometimes fix this.
They have to convert the edge loops from cylinder to capped sphere in the middle. It's probably the latter.
What a terrible post, please stop posting here.

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Can someone fucking help me cause i am getting slowly brain cancer here, so this is the first model i made and i am trying to UV him here, So i cut his arm as most tutorial say and then i try to unfold it but every fucking time i get this stupid ass error :

>Mesh has non-manifold edges. Clean up the mesh before using unfold.

I read about it a bit online so i cleaned up my mesh like 50 fucking times it doesn't have any glitch from what i've seen BUT ITS STILL GIVING ME THIS SHITTY ERROR PLEASE FUCKING HELP
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A common cause of this is double extruding without realising and leaving a face under the extrude. It happens a lot if you don't undo enough in maya as the first undo of a moved extrude takes you back to an extruded face in the position of the original selection.
>combined an object
You mean Boolean combine or did you just literally make them one object and manually welded the verts?
Same thing in Blender. I wish that undo would instantly undo the extrusion rather than the location of it. It's easier to go "oh, I forgot to extrude" than "oh, i have duplicate faces here due to an old extrude"
Brought two objects together close combined them and welded their verts together,
https://www.youtube.com/watch?v=HLhazEa8wmw&t=411s this will show you some of the steps and what tools to use.

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Hey /3/.
I'm modeling Izuku from Boku no hero Academia.
I've already modeled the head, but I have no idea on how I should model the hair.
Help pls
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So they Unwrap that caracther all cube like to fit the textures?
Not sure but I have some of their models.If you wanna have a look.(i don't think the rip i have. Have the simplified normals models sadly)

I'm gonna upload them on the same volafile room,
I wish you good luck and i hope that you are able to make sense of the mess that the models are.
man could you please show how do you make the hair? soo please

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Need some reference pictures for making a 3D animation
I need to make a diamond shaped weapon and one of the tips has to open up, similar to this
Anyone can come up with pictures or videos matching what I said? That video isn't enough for me and I need more references.

Have you played endless space 2?

This is a 3 hour zbrush sculpt i wanna do the process till the end, retop, uvs panting normal mas etc.
any of you guys has experience in zbrush to?
A golf game female model i seee
>3 hours
looks more like 3 minutes.
Don't do this.

Thumbs do not come out of the side of the hand inline with the fingers. They come out the bottom at an angle.
this, and nice we wuz kangs skull you got going there.

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I don't know how many of you are using UE4, but maybe a specialized thread would be useful. I'd like it if we could share some good courses, tutorials, yt channels and workflows with each other.

I personally am trying to learn how to properly texture a landscape I brought in from world machine, and also how to paint multiple textures on the ground.

It's already 10PM here and I literally spent the whole day going through tutorials and it still doesn't look right. Some tutorials are deprecated and I find that out at the end of the video, while a lot of others are either too basic or just produce a lame result at the end. It really sucks to be self-taught at times.

What is the best source for this at the moment?

Also, the same question for the lighting. I know about lighting academy videos, but I think I'd appreciate some "from-scratch" approach more.
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I like your shitposting but you need to stop.
It's a literal shit texture set. He had to be very coy with it, but he got it in on other naming as ground textures. Pretty smart if you ask me.

more like

I create my basic model in 3ds max, and keep in mind that it uses the right units as UE4, so I get the right dimensions of it.

Then I import it in zbrush and add detail in.

After exporting from zbrush and importing to UE4, my dimensions get fucked, because my models are always super tiny and I need to scale them up again, which then loses the point of setting up the right dimensions in the first place.

Why is that happening and how can I make it stop?
Centimeters. Change your 3D packages units to CM.

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No stupid questions thread?
Oh well, I have one about C4D. Is there any way to add step interpolation via Xpresso? Say I want to rotate an object over time by 5 degrees rather than smoothly. How do I achieve that?
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I'm trying to use the boolean modifier on a bunch of balls (all are in the same object) in blender but the object doesn't appear in the dropdown list next to the Operation box. Fucking why?!

And whenever I try to use the colour picker to select the object, it says "Failed to set value".
swear to god i wanna just slit my wrist slit slit my wrist
check your weights
Why are weight painting tools so fucking terrible (Cinema 4D and Maya), and is there any script or plugin for Maya or something to make these horrible painting tools better?

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Is blender able to make an "outer shell" of an object similar to, say, [spoiler]Sketchup's[/spoiler] outer shell functionality?

Basically I want to intersect everything and remove all vertices that are found to be inside of the solid meshes in one fell swoop.
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Forgot image, modifiers will stack correctly like this, anon.
Sketchup uses an entirely different type of modeling
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why does it produce so many fucking redundant/duplicate verts when you export from skp to dae and import into blender

what the fuck is going on in there
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>I want to intersect everything
in blender do the following:
>enter edit mode
>mouse over first "chunky braid section" and press L
>press spacebar
>type "intersect" (without quotes) into the search field
>click intersect (knife) from search menu
>repeat for each chunk
>remove inner verts afterwards

it's that simple.
>pic related

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>"Fucking Infinite"
mang that aint real
lack of atmosphere only makes it look like that. Those tiny mounds on the horizon could actually be mountains miles and miles away.
>Those tiny mounds on the horizon could actually be mountains miles and miles away.
It's really confusing that all these stones near the camera are consistent with the ones close to the horizon
that's a pretty mindfuck

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what is /3/ verdict on renderman?

is it a meme? is it fast? are there alot of features?
is it competitive? (against redshift/corona).
hows the shadow/light system? any good shaders?
42 replies and 3 images omitted. Click here to view.
I actually used render man for a 6 month long project. It was a short animation that had hair, fluids, volumes and SSS. It was a really high poly animation as well which came pretty close to the ram limitations of the systems I was using. I think this is where render man starts to shine...kinda like Arnold. When you have a mountain of data to process and render it can slow things down a lot. Render man and Arnold handle this really well and they both seem to do it with ease...but.... redshift render has ruined everything :p you can't beat the speed of it. If you are going freelance or just want to do some cool work at home then speed is the best thing for your work. Iterations and fast feedback are going to have a bigger affect than any render engine feature. Unfortunately using Arnold and rendeman and larger scenes will have you waiting 40 minutes at low resolution for any decent quality render using a lot of features l..and I had a dual 6 core 3.1ghz xeon setup (24 threads).
And if it ain't that, it's some idiot failing at his 3D application.
The usefulness of Renderman might increase with the new version 22 and their new CPU+GPU render modus.

I never liked V-ray or Mental-ray, nor I-ray or Octane. But i have a good feeling about Renderman, Arnold, Clarisse and Redshift. I think these are worthy to learn and have a future.
Definitely worth learning a few render engines. To be fair most path tracing render engines are really similar when you get down to it. It's more the shaders that differ. In saying that if they are based around IOR or even PBR it's really easy to jump between. The major learning curve is being able to optimise your render times and still get a nice clean image. You really need to understand where the render engine is putting it's power.

As far as renderman 22 and the GPU... If I'm not mistaken I thought that was just for the denoise process? I know they are working on a fully GPU based renderman as they mentioned it a few years back. I haven't kept up with it since I got a hold of redshift :p
You forgot the 4th, WIP.

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jesus murphy my fucking topology is a catastrophe

have any of you taught yourself topology best practices, and if so what resources did you value most?
14 replies and 2 images omitted. Click here to view.
Knowing when you need good topology in the first place is a good habit.
Believe it or not there are times where topology doesn't mean shit.
This is true, and since we're on the topic of tutorials; check out chamferzone videos on youtube, he does a good job of explaining ngons and triangles in models and that you can still have a perfectly smooth model that will bake and texture properly even if it has like 20 verts to a poly as long as it's unwrapped properly. Arrimus3D also uses booleans for practically everything, so his meshes also tend to have a lot of ngons, but he also shows how to retopologize if need be.

To put it simply, if your model does not deform or flex in any way, or will not be subdivided or sculpted, then go crazy with booleans, chamfers and throwing verts around. If you still need to sculpt extra detail into your model, unwrap it first, make it quads and detail it, and then you can bake that detail back to your original (non-quad) model.

I actually use Pinterest for this kinda thing.

Sounds dumb and not exactly official but it works.

There ARE actual garbage in there which you have to filter ny yourself
One more thing is that it can make shading look weird. But basically that shit.
IMO that's why there's such a huge difference between static hard surface models and organics.
You can just throw topology out the window completely if you're an environmental artist.
I never thought of that because of my irrational hatred of pinterest, but it makes sense. I'll have to check it out.

very much appreciate the tips
I guess in the end I'll clean this up and then move onto something more demanding in terms of topology to figure out how to get this stuff right

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People say to put all the details from my high poly mesh into a normal/displacement map and then put it into the lower poly version, but will that make the details that are put into those maps deform correctly during animation? I don't think so
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No, they also said 200+ blend shapes, so a ridiculous amount of everything.
And they're still not making her look like the real deal. Bad.
Adromeda was bad, this looks pretty good actually.
This works well as long as it's only smaller details. If you are displacing large volumes then your animated mesh may intersect. As another poster said, for fine details like face wrinkles you can blend between multiple displacement/normal maps. Most modern render engines/ 3D packages have this ability
Are you this literal all the time...

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