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File: FF12(2).png (53 KB, 221x288)
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Any eye rig setups that address the issue of clipping once the cornea goes too far to a side?
https://files.catbox.moe/0yac70.webm
6 replies omitted. Click here to view.
>>
>>1023846
Don't listen to the other idiot. That being said, ideally you want to be reasonable as to what you automate. Like automating some morph for the eye is overkill compared to just modeling the eye in a way that will not break down in the first place. Also since they're such simple shapes, basically two circles you could weight the outside of the iris to a bone and the inside to another and then it's super easy to adjust, and if you really need some sort of shortcut you can put an arrangement that looks good from the side in the pose library, rather than drvie a whole automation.

Fancy rig features should be driven by what the rig's gonna be used for, make it easy to reach a good pose fast in most common situation. But good modeling will get you most of the way there
>>
>>1023848
How would you model the eye to prevent facial clipping from the side while looking good from the front?
Since it’s just a disc, once it moves enough to the side, it’ll naturally collide with the face in such a way that will look bad from the side unless shrinked/deformed in some way, I’m not sure of any other solution
I don’t know how weighting the iris’ inside and outside different would solve the problem, since it’s only the outside that’s the issue
The pose library idea is probably the most realistic
>>
>>1023848
>>1023854
Stop being lazy and rig like normal instead of over relying on a dumb PC to randomly add weights.
>>
>>1023854
Arcsys eyes for example are modeled with diagonal irises, simple as that. Looks good from the front and side.
>>
you can just use a shrinkwrap modifier. and make the iris/pupil mesh a separate object with a shrinkwrap constraint on the object itself, pinned to the eyeball mesh. to keep it from floating away from the eye. and then parenting the iris/pupil meshes to bones. align the normal of the bone to point directly away from the eyeball mesh and then put another shrinkwrap constraint on the bone. i can demonstrate the effect if you need.
this stacking of shrinkwrap modifiers and shrinkwrap constraints allows for any shape of iris/pupil onto any shape eyeball/sclera smoothly and without using blendshapes.
but of course, this will only work inside of blender though, and isnt exportable.

The pupil should be shrinkwrapped to the iris. and the iris shouldbe shrinkwrapped to the sclera. and each mesh should have enough geometry
Set shrinkwrap modifier to Nearest Surface Point and Above Surface with a very very very tiny offset to avoid Z fighting.

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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
>>
>>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.
4 replies omitted. Click here to view.
>>
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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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.

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I want a second opinion just to be safe. I'm commissioning someone to make me a blank 3d body base which I can use for various custom action figures of my own. I tried googling his sample just to be safe he isn't scamming me. I found stuff that looked ismilar but weren't exact matches. But I thought i'd share what he showed me here just to be safe to see if anyone can recognise the work.
21 replies and 3 images omitted. Click here to view.
>>
>>1020441
Listen retard, if you are so new at this that you couldn't even recognize the Unreal Engine mannequin models and you actually paid for them, you never planned to do anything proper.
Take the L, use this as a teaching lesson and actually learn about 3D modeling before thinking about business ideas
>>
>>1020488

to be fair it was only after I payed them that I learned of the existance of that model. But yeah i did have to learn the hard way so lesson learned indeed.
>>
>>1020423
Why not just commission someone to make the whole damn thing? Nothing youre doing sounds even a bit logical. In fact, it is completely retarded and partially gaye.
>>
>I have no 3d modeling skills
>i want people to partner up with me and do the work i cant do
>i want to get paid for doing nothing
No one is going to share a pay out just because you have an idea. You need to actually produce something and contribute. You sound like a scammer worse than the dude you stupidly gave money to.
>>
>download free base
>sculpt it a bunch
>now it's unrecognisable from the original
>sell whatever stupid shit you are doing
how retarded can you be

Is this shit viable for organic sculpting? I hate HATE to do it with a tablet, to the point I don't do it at all if I can help it. 3D movement that isn't some giant mouse tit you diddle sounds like heaven. I see it on sale, right now...
3 replies omitted. Click here to view.
>>
>>1023568
Buy clay or plasticine, dumbass
>>
>>1023568
Having tried sculpting in vr, I can tell you, it's much more difficult and exhausting than on a monitor. Reason being, you don't feel what you're creating as you would with a real medium, and you have to not only hold your hand up for quite a while (which is exhausting by itself) but you also have to hold up a device with a battery as well. Doing this for 2 hours will probably make you want to die.
Also, the benefit of seeing the thing in 3d is probably less than you think. You can't raytrace your sculpt in real time for vr, you'll have to rely on fairly shitty shaders to get the required performance, so you can't even see much detail.
But I'd be happy to be proven wrong
>>
>>1023609
I will add to this anon's post and say it's good for getting a basic shape down. I find it's easier to draw muscles in VR where I can move my hand more accurately in 3d space than a drawingtablet in 2d space. To each their own on that but I agree on the longer sessions sucking. That's why I only do rough silhouettes in VR then refine it with desktop. It's fun but I still generally prefer to not use VR in my workflows
>>
I am postponing the goggle thing until Valve releases theirs', fuck it.

>>1023609
I wonder if this isn't a bit of a forced perspective issue? Some of these headsets seem like they exaggerate close objects. Or maybe the tunnel vision from the goggles would be balanced out by a wider perspective than the default.
>>1023640
Have you tried laying down and waving your hands in the air? Serious question.
>>
>>1023568
I have a quest 3, and i have shapelabs 2026 which gave me the quest version as well.

I HATE sculpting on flat screens, I would much rather do it in vr, however we are not there to the point its possible.

what vr does is lets you do a base model in vr, then move it over to a flat screen to refine details.

it is SO much easier to get a feel for what you are doing in vr, the ease in which you move the model around, able to actually see the depth of what you are doing, its perfect to go in and voxel block in, then take over to flat screen to refine detail.

lets go this way, lets say you want to make a modern videogame character sculpt, you can comfortably get to playstation 2 levels of detail and refinement, if you want to push yourself you could get to playstation 3, but its a motherfucker to take it to ps4

there is a shapelabs discord, that should give you a great idea about how far you can take it., just know a lot of people will do finishing detail in 2d or blender

Just how groundbreaking was this video back then?
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>>1022629
how did they get the tie-dye hippy effect in the background tho
>>
>>1022685
Noise then color ramp
>>
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>>1022685
>>1022695
like this but with other colors im not gonna bother replicating. They might be using pages from the comic as a lookup color source
>>
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>>1022629
holy fuck, that lettering is terrible
>>
I haven't watched enough Ahoy and retro computing retrospective videos, but I'd say pretty damn innovative.

Making the characters look like toys was the best move up until the early 2000's when CGI humans started to look well less uncanny AF.

Is there a way to emulate VRoid's PC version on my android tablet? I really don't like what mobile version offers (and lack computer), but maaan I wanna repeat after these cool Japanese VRoid avatar videos
2 replies omitted. Click here to view.
>>
>>1021056
/g/ is one of the other boards, a better fit for an emulation question. Around here's it's about actually making 3d models
>>
Vroids sounds like an awful disease
>>
>>1021056
Looks like /3/ is the most tame, normie and retarded board to ever exist. Are you aware of your neighbor /pol/?
>>
>>1021083
No, but it might be the most slow board ever. There are literally like 5 anons here.
>>
>>1021053
Try your luck with winlator or just go to blender on android

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How can I create these two characters quickly with the least resources possible? Would an AI mesh generator be able to do the job, including shipped generated HD textures?

Seen people in shorts crank out entire anime girls in Blender or AI in like 7 minutes, meanwhile I’m still stuck tryin to do it.

Not looking for a "learn topology" lecture. I want to know what pipeline actually gets y'all from nothing to anime girl fast. Bonus if I no need to spend 3 months learning blender sculpting for it.
30 replies omitted. Click here to view.
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>>1020623
If you want high fidelity slop then I suggest you look into Daz studio. It has enough presets and assetpacks with possible variations and modification settings to allow you to make some slop high fidelity model almost as if you were in videogame character creator. Look into the workflow, and don’t use AI. Current 3D AI is only good at making sculptures and rock assets.
>>
>>1020749
Thanks bro, only man in here who does no trolling and gatekeeping
>>
>>1020623
>How can I create these two characters quickly with the least resources possible?
>Bonus if I no need to spend 3 months--
Impossible
>>
>>1020623
outsource to indian, bangladeshi, indonesian, sri lankan farms.

3 months is not even close how much you'd need for that. It'll take you multiple displicines rigging, topo, weight painting, cloth, sculpt, etc. characters of that caliber take weeks if not months to make properly for a whole team where there's a person solely for rigging, for weight painting, for sculpting, for clothing.
>>
>>1020623
Yuriiiii!!!! YUriiiiiiI!!!!!!! ToT OOOOOOOOOO

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Is even possible to create these pictures using 3D in blender?
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>>1012324
Modular staging of a scene, redressing it, and use of camera angles to hide its limitations was solved decades ago by Hollywood. Just copy their methods.
>>
>>1019769
>>1019800
stop bumping cris' threads retarded subhumans
>>
>>1019801
Yet you just bumped it. How curious!
>>
>>1019805
You talk like an redditor, faggot gayboy
>>
>>1012324
Background is just a gradient though

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What other software are you guys learning other than Blender, Substance, etc. Feel like I would rip my hair out trying to learn houdini
>>
>>1023501
So far Blender has served me well as an all-in-one package but I'm also learning Krita
>>
Blender is a noob software with primitive jack of all trades features. Ive replaced it with dozens of softwares.
>>
>>1023524
Please enumerate a list

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Its low effort and unambitious
>>
>>1021596
trans sisters.. not like this... we are being insulted
>>
>>1021535
I like chairs
>>
>>1021535
cris, i-is that you?
>>
>>1021535
composition on this one could be interesting if the knocked over chair was placed further out. also get rid of whatever is causing that black shape in the lower left corner.


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