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File: 1512167864679.jpg (70 KB, 960x542)
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Where can I get an Adobe Photoshop CC torrent
5 replies and 1 image omitted. Click here to view.
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>>594648
It's okay when it's not Nintendo.
>>
thepiratebay has everything
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>>594696
When it comes to programs as widely used as photoshop, yes.
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>>594521
>CCMaker
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>>594557
Sorry I'm new here, so how do I get an account on CGPeers?

File: ISS Leaks0100_00000.png (520 KB, 1280x720)
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3D CG Render (C4D)
Flat Earth. NASA lies.
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>>595265
>Flatfag
-->back to /x
>>
wut
>>
wut:Definition please
https://www.youtube.com/watch?v=nv8mJck8pq4
thats wut maybe?
>>
>>595265
the problem with flat earth is:
no one takes it seriously

flat earth can either be or not be true
if it is just discuss it like real human
if it's not don't feed the trolls

now since scientific community does neither i think that their reaction can be described as damage control
but either way if it's connected to 3dcgi i think that thread is good

>12/07/2017
not that someone will discuss it here anyway

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It's time to start a new thread.

Some good new videos are now available on UE's YT channel. Check out this one about lighting, I needed something like this so much a while ago, but it is still extremely useful.

https://www.youtube.com/watch?v=ihg4uirMcec&t=1231s

I also have one question, maybe somebody will know the answer - how can I make my deferred decals have smooth and faded edges?
304 replies and 32 images omitted. Click here to view.
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>>594996
I bet you're the funniest guy in the high school.
>>
Need some advice. I have an object that's kind of a cross-beam similar to pic related; essentially a center junction surrounded by four struts that end in anchor points. I have a modular piece for the center, the strut, and the anchor, and they all neatly attach at 45º angles.
The thing is that the length of the struts are going to vary depending on where they are, and placing all of these manually is going to be a waste of time, so I know that I have to set up a construction script that can do it for me, but I'm not entirely sure how yet.
I know how to use splines to draw out stuff like tubes, and so far I figured out how to spawn the anchors some arbitrary vector locations, although as it is, it's an ugly set of Add Static Mesh Component -> Make Transform -> Get Anchor Location pasted four times, with the make transform scale used to flip the anchors around to face the center point. But I'm not sure how to actually repeat the strut between the two points, so that it maintains its length until it needs to add a new strut instance to make it longer if you drag the endpoint far enough.
Am I doing things backwards, or what is the simplest way to do this in general?
>>
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>>595328
Ended up figuring it out myself, with the help of various resources and videos, although it's probably horribly inefficient, being my first BP and all that.
I packed it as a function that takes input from my end-point vector, gets the distance, turns it into an index, and uses that index to multiply by my grid snap amount.
Since I couldn't figure out how to repeat the function for each strut automatically, I simply exposed booleans that ask me which strut I want to create, and select the distance stepping in the axis combination that makes sense for the one I need.
The two extra inputs are the scale of the endpoints and struts, so that I can flip them in the axis I need so that they point in the right direction.
But at least it works, I drag in my center junction with the anchors at their minimum distance, and as I pull out the anchor widgets it creates sections of beam behind them that line up every 20 units.
>>
should i be using the film tonemapper?
>>
>>596069
do you need to?

Hey, /3/.

I've been reading up on these two programs for a while now, and I'm planning on using them for games in the near future.

But I need some help understanding the usage of both. On one hand, you have Designer, which allows you to make any kind of procedural material for use in games and probably other forms of media. Then you have Painter, which allows you to take these materials and texture whatever complicated model you may have, and export bitmaps from Painter, which probably takes up much more storage space and memory than procedural materials.

Some things I'd like to know:

How exactly do you texture large objects that you can't simply have exported Painter bitmaps for? I mean surfaces so large you would rather have a repeating material on it instead? And if there are variations in the pattern you want to project on to a surface (which might also have some variations of its own), could you get them from tweaking a tiled material instead of projecting a massive bitmap texture on it?

Is there a way to assign different materials on to a UV mapped model in Painter and tweak it to what you want, and instead of exporting bitmaps you load the materials you used and assemble the material in the game engine instead? I don't know if this point sounds ridiculous, I'm just questioning if there are ways to avoid exporting storage heavy bitmaps if you don't need to.

If anyone could break this down for me, or know about a useful tutorial that addresses this specifically, I'd appreciate that. I might post some examples of patterns I'm curious about as well.
17 replies and 6 images omitted. Click here to view.
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>>596185
The most reasonable method is the same one as for fences and similar things. You have to model out a modular section of the grate, and render to texture onto a square poly with normals and an alpha map, then just tile this texture over a poly that's laid on top of the frame it's supposed to be a part of.
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>>596163
>what is parallax
https://www.youtube.com/watch?v=hJ8N0U07b6E
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>>596163
high levels of geometric instancing
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>>596203

But is geometry instancing any faster, as far as performance in games goes?
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>>596402
Not when it comes to FPS performance since it has to be drawn on screen, but it needs less RAM.

How is this even legal?
https://www.cgtrader.com/3d-models/military/gun/m82-barrett-high-poly-sniper-rifle-with-silencer-and-muzzle

I wonder if there are actually people that buy this? Can't be. I would stay far away from that download button even if it was free.
20 replies and 4 images omitted. Click here to view.
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>>596392
Go to Allegorythmic's YT channel and learn Substance Painter, by doing so you'll also learn PBR workflow.
Its piss easy, just do it.
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>>596407
What? I know how to use SP. I know what a PBR is (at least I hope so). But he connected a "PBR workflow" with modeling and I don't know what that means nor what would PBR have to do with modeling.
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>>596405
I'm not talking about the look of it, maybe he failed at it. I'm talking about the approach, and was asking what is particularly wrong with that approach he used. You were talking about less polygons needed to model it. How would you do it?
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>>596408
"PBR workflow" just means a workflow where you use metallic/roughness maps to determine the physical properties of your object in the texturing phase after you're done modeling them.

I didn't mention this together with modeling, I just happened to mention it after I said that there's too many polygons in it.
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>>596411
Ah, okay then.

File: 1497050871489.jpg (18 KB, 420x516)
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anyone else thinks that blender compositor is underused and is underrated?

i haven't done anything complex with it, but i did some color grading with it and the options are impressive.
any anon here did something cool with the compositor? do you know any tutorial how to make the most of it?

pic unrelated
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>>596322
This is plep-tier compositing. Use Nuke or Fusion.
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>>596332
Fusion is free too, you only have to pay if you want specific black magic camera functions. Its perfect for blenderfags, as well as normal fags
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>>596322
No its not underrated.
Fusion is underrated, everybody sucks the cock of Nuke because the Foundry made a successful marketing campaign.
Use one of them or Flame if you can get it to run on your machine, but stay away from Blender's half-assed shit which shouldn't be in a 3D program.
Same with Blenders Video editor.
Use a proper one.

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This is from the new Justice League movie
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>>595336
It was better, more convincing and less time consuming to CG the beard/mustache in other scenes according to them.
>>
File: 1512052460808.png (1.4 MB, 1439x1655)
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Pajeets did it again
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>>596354
WTF, seriously?
>>
Speaking about india, here's the reason why Shenmue 3 looks so shitty

https://shenmue.link/post_en/813/?en
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>>596396
>https://shenmue.link/post_en/813/?en
Well, I don't expect it to look "realistic". Don't mess up now, Pajeet.

File: front denoise.png (1.81 MB, 1200x800)
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Hi /3/. I made this. It took about 5 hours total. Unfortunately it doesn't have any bump maps or anything on it, just the textures.

Is this good? I'm trying to create a portfolio so that maybe i can get hired to make assets for games or whatever. I'm planning on doing at least one of these a month because i'm sort of busy.
13 replies and 1 image omitted. Click here to view.
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>>596323
I'm doing pretty well on Artstation considering how long I've been on there and how much I've uploaded - I joined in September, I've only uploaded two things (I refuse to upload unfinished stuff atm - that may change) and have 108 likes (89 for one, 19 for the other) and 43 followers.

But when I check the profiles of the people who like and/or follow me I either see totally empty profiles or profiles full of amateurish, half-baked, unfinished shit (or as they refer to it - 'experiments' or 'tests').

There's a corny old saying, the kind of thing your dad would say - but it's true: 'go the extra mile, it's not that far and it's way less crowded'

99% of people are lazy.
99% of people are talentless.

If you're lazy, you're fucked. If you're lazy and talentless, you're fucked.

If you're just talentless though - you're in luck because you can overcome a lack of talent with a fucking intense, obsessive, maniacal persistence. But most people just don't, and so they will forever suck.

ArtStation is testament to that.
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>>596330
I floated around the bottom of the trending page with one submission back in september. Not ashamed to admit it felt good.
>>
>>596331
Same man, I refuse to upload anything but my best and completely finished works

Most people upload literally anything on artstation like they're showing it to their mum and saying "look I made this"
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>>596348
I'll never understand this. Unless you're an extremely skilled pro and regularly have people asking you 'so how did you do that? how many times did you change this thing or that thing? where did you start on this part?' - NO ONE wants to see your unfinished shit. NO ONE. Keep it to yourself.

If I had gallery show and all the pictures on the walls were pages out of my sketchbook with little scribbles and notes in pads and stuff - I would be rightly castigated for wasting people's time. Same goes for ArtStation.

Sure - show your workings *after* your finished piece - ok. And sure, keep your workings for your own sake. But no - we do not need to be kept updated on the progress of 'MassEffect_Inspired_Interior_v_15.4' thanks very much.
>>
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>>596352
Couldn't have said it better myself
Good farings to you my dude

I want to make very simple models to print on a 3d printer, which program could I use? I wont texture or anything, just simple models so i prefeer something simple to learn.
Pic related, also, I use ios
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>>
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>>596327
Spare me your excuses, boy-lover.
>>
>>596328
have you ever imagined how your mother would react if she found your "loli" folder among all your animu hdds? do you prefer the images where the child is crying and bleeding or the ones where they pretend little girls actually like to be molested?

i mean, jesus christ, could you be any more obvious? the way you randomly accuse strangers of being child molesters to assuage your own guilt, the way you switch to non-animu reaction images like it's not too late already. did your heart skip a beat when you realized you were found out?
>>
>>596339
I'm not the one here talking about feminine dicks you sick POS
>>
>>596341
yeah, i love the dick and i don't hide it. you, on the other hand, can't help but bring up child abuse in the middle of unrelated conversations because you're a closet pedo animu fetishist. i'd much rather be me than you.
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>>596341
would rather be gay than a pedo

File: feels-good-man.jpg (37 KB, 600x653)
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https://www.youtube.com/watch?v=4UpnsPoD_wM

Blender 2.8 new grease pencil preview.

Time to move to blender guys, we won the anime industry now.

Once gooks start making their waifu shit in blender, we'll win.

GAME OVER for autoshit.
8 replies and 4 images omitted. Click here to view.
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>>596241
You can hate whatever you want, but it is a fact that even in 2017, years after its death, XSI is still used for big budget movie productions, while Blender isn't.
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>>596110

Blender will always remain pleb-tier. Maya and 3ds max will always remain on top.
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>>596110
Is there release date for 2.8 yet?
>>
Day after day, year after year, thread after thread.

Don't have a horse in this race, but if we have to keep stepping in their shit in the form of these threads, bring some proof, not your irrational, cum drizzled hopes and dreams

You Blender fuck boys are too much
>>
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>>596110
>2005: Blender will kill max and Maya!
>2017: Blender will kill max and Maya...soon!
>2029: Any moment now!

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>you would'nt download a rock
2 replies omitted. Click here to view.
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>>595360
Sculpt them yourself.
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>>595363
That's faggot shit
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>600MB for a fucking rock
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>>596100
If you're shit and can't do it yourself, that makes YOU a faggot.
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>>596262
It's probably a photogrammetry based high-poly rock, nothing strange here.

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how do you sign up over there?

I tried my cgpeers login but it looks like they are totally separate.
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>>594470
>You need a mod to invite you afaik
no, you can just sign up whenever you want.
>>
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A-Am I a good guy?
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>>594422
delet this
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>>594488
After you're done with the torrent just leave it seed for an hour or so and you will be good, not like it cost you anything
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>>595372
okay, please create a new cgpersia forums account to show us how easy it is.

File: Cyclohexane-3D.png (164 KB, 1100x770)
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Can anyone help me make a flexible 3D model of cyclohexane I can later 3D print?
>>
use jmol you cunt;;

heres an example
http://chemapps.stolaf.edu/jmol/jmol.php?model=C1CCCCC1
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>>596301
THEN RIGHT CLICK THE MODEL AND GO TO EXPORT -> STL

HighPoly/HardSurface - thread, if we have a low poly one, we can have a high one too.

Post your tips/infographics/artwork/guides
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>>595621
what do you consider a blockin? 2 boxes?
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>>590623
How do we achieve this so the link doesn't go away?
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>>595982
The link should work as long my account isn't disabled, but you could make a Mega account and save it to your account or download it and upload it somewhere else.

>>595454
2-3. If it doesn't look "crisp" until 5-6 then you might have topology problems wherein the topology doesn't actually follow the intended shape.
>>
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>>587978
I'm a turbofaget who does most of the hardsurface stuff with booleans.
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>>590623
I didn't see many examples of people going out of their way to follow the skeletomuscular contours.

File: Roadster_Targa_Open.jpg (2.54 MB, 3840x2160)
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What software are car companies using for rendering?
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>>596067
>Nobody remotely serious about rendering uses Keyshot to produce final pieces.
Then what's the point of Keyshot?
Asking because I'm learning to use it.
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>>596104
From what I know it relies a lot on built-in presets and basic tool to create shading and lighting setups, so it's no doubt really useful to modelers/sculptors who want to showcase their work in a great way without having to go through the hassle of learning advanced lighting and rendering techniques. I'm guessing it's also useful to create mockups and simple solutions, but when it comes to rendering realistic complex scenes or create nuanced marketing pieces, the tools are just too limited; it cannot compete with professional renderers like Vray, Arnold, or Renderman.
>>
>>596067
Prove it. Show us an automotive company that uses different rendering software to render NURBS.
>>596106
Keyshot is physically accurate and designed for NURBS. You are comparing two different worlds.
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>>596144
I do not have any inside information related to automotive companies. I was just making a common point about the context in which Keyshot can be useful. What are you implying with your "physically accurate" statement?
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>>596235
I'll just copy paste

"KeyShot is built on Luxion’s internally developed, physically correct render engine based on research in the areas of scientifically accurate material representation and global illumination."

So, the answer is: yes, it is physically correct.

Of course, anything taking place in software inside a computer is a simulation. No matter what. Like living inside The Matrix. If you want real light you have to be out in the real world, in a real room lit with real lights or under the real sun.

Also pic is a screen shot of the bottom of the homepage of their website. A couple automotive companies that use Keyshot exclusively for starters



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