[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Search] [Home]
Board
Settings Home
/3/ - 3DCG


Name
Options
Subject
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File
  • Please read the Rules and FAQ before posting.

05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
06/20/16New 4chan Banner Contest with a chance to win a 4chan Pass! See the contest page for details.
[Hide] [Show All]


Attention: All work safe boards are soon going to be on the 4channel.org domain.

For now, all boards are accessible through either domain.

Make sure to update your script blockers and whitelist the new domain.

The 4chan Vtuber Competition is over. Click here to see the winning entry!



[Catalog] [Archive]

File: bad render.png (945 KB, 1497x673)
945 KB
945 KB PNG
>spend fucking days on a few seconds of animation
>every single aspect is given so much thought and work
>fuck up this bad
Did they just use the video game model and not the special one they made just for this animation? I know that eyes are really really hard to get looking "right" but this is just bad. You can almost count the polygons on the eyes, the eyebrows don't have any depth to them, the eyeliner is just a solid black color, and theres a weird error on the bottom of the eyes.

I'm just kind of ranting here, but thats a huge problem that most people here, if they could model well enough to make anything similar, wouldn't just settle for "this is good enough". Especially after the sheer amount of work it seems went into him taking a piece out of the pie
38 replies and 9 images omitted. Click here to view.
>>
Despite disagreeing with OP and agreeing with the budget and design decisions Blizzard chose to make here I love this thread and would like to see more like it.
>>
I think they said that they use the game models as a base and then use displacement maps to fix them.
>>
>>648555
>>648562
last bastion was made from scratch from what I recall. other like this and sombra were not
>>
>>648648
This.

It's called working smart not working hard. There is no point to spend even more time on an eyebrow if a 'strip of clay' would suffice. Tiles weren't even the focus of the shot here>>648625

Dont put in more effort into CG than what is required. They clearly don't skimp on the detail in other areas that are the focus. eg the door and Mccree's clothes.

Spending time on the extraneous details yall are pointing out is needless to executing a project in a more efficient manner. Sure they could have, but really I don't think it would've been worth the time.
>>
>>650954
Can tell you didn't even watch the short for yourself.
>Tiles weren't even the focus of the shot here
Fine, I guess that's valid. But that shot lingered as long as the door shot.
>the door
Which was just barely seconds.
>Mccree's clothes.
That extra detail was pretty much only visible in that one shot the anon pointed out.
>There is no point to spend even more time on an eyebrow if a 'strip of clay' would suffice.
The eyebrows though? They were prominently featured throughout. It's clearly a stylistic choice they went for.
And really, what takes more time: grunging up a door for the few seconds it appears for/texturing a hat that only gets the spotlight for a glimpse/simulating realistic apple pie fork cutting, or grooming just a few hairs for eyelashes for the many shots in which they're visible?
It's more consistency in level of detail than anything.

File: boi3.png (549 KB, 902x500)
549 KB
549 KB PNG
Does anybody have any idea of what's the fastest way to import custom sfm models into blender? For some reason ambient occlusion doesn't work for sfm on my laptop so I'm making the switch to blender.
11 replies omitted. Click here to view.
>>
>>650784
Any idea on how to get directions for how to use it?
>>
File: Smutbase.jpg (134 KB, 1537x976)
134 KB
134 KB JPG
>>650758
>Smutbase
I googled it
HAhahahahaha wtf this is real
>>
>>650795
place the ZIP onto your desktop
open blender, then open user preferences, then hit "install addon from file" and select the ZIP
that probably puts a new Source MDL option in your import settings.
>>
>>650635
Lizendy. He's on youtube.

https://www.youtube.com/watch?v=jKeact6rOmM
https://www.youtube.com/watch?v=W5Qp2pUMeQE
https://www.youtube.com/watch?v=WeuNMVH4HEQ
>>
>>650820
> Part 2 Rigging
What is exact purpose of all this?
Correct tail position and roll?
I guess it never bothered me because I never rotate bones on specific axes.
What other problems it can cause?

File: fs (1).jpg (307 KB, 1366x768)
307 KB
307 KB JPG
Yo, recently I've been trying to port a re-skinned bullsquid model from a GoldSrc Mod to Source and its being a bitch right now. The Model is unresponsive in most places when coming into contact with the ground, players or the physgun beam. I've provided some examples below and I can provide the .qc and .smd files if helpful.
3 replies and 3 images omitted. Click here to view.
>>
>>650915
Not really what this board is about, bud, but I would hazard a guess that this isn't actually about the 3D model itself, but rather the scripts attached to it in-engine.
>>
>>650919
Knew this would be the wrong place to post it, sorry about that. Anyway, the model is almost identical to the bullsquid's model with the only difference being the removal of 3 tailbones. I might need to build a new collision model if thats the case.
>>
>>650921
The model looks real low poly, you can probably just use the production mesh as the collision mesh if Source lets you do that. /agdg/ on /vg/ might be a better place to ask, those dorks probably have gmod experience.
>>
File: milkshape.jpg (15 KB, 370x400)
15 KB
15 KB JPG
>>650922
Low poly yes. I might use the produc mesh, but the extra tail-bones may get in the way of the ragdoll. Also, wouldn't it be easier to build up the collision mesh in Milkshape3D? The model becomes fragmented when I try to port it to Blender and MS3D is basically built for Source.
>>
File: Mr.Valve.jpg (55 KB, 485x884)
55 KB
55 KB JPG
Is that a bullsquid/Mr. Valve hybrid abomination?

File: 1400176631501.jpg (32 KB, 550x370)
32 KB
32 KB JPG
ok, sculpting is really hard...
how do I get better at it? Is it not good to use the mouse only?
I used Blender, I have not tried Zbrush yet, but I think they are almost the same, since I can not make any good thing with the Blender sculpt. Any advice?
27 replies and 10 images omitted. Click here to view.
>>
>>649913
Unless you can afford a Cintiq or similar, go with a regular, screen-less drawing tablet. Things like iPads and Surface Pros suck ass for art.

Cintiq-type tablets are usually referred to as Pen Displays rather than tablets, because they're essentially monitors with tablet functionality, rather than being a standalone device like an iPad.

>>648962
If you have a brush that allows you to just shear off some of the mesh like a knife (Zbrush calls it a Planar Trim), play with that, using it to block in various shapes. Beyond that, practice, speedsculpts, etc.
>>
File: sc2018817-222340.jpg (293 KB, 1920x1080)
293 KB
293 KB JPG
>>646412
just sculpt every day, just like real life sculpting and drawing its all about practice
as the old saying went, it takes 10 000hours of practice to learn anything or something like that
also this weeb >>646421 is right, get a tablet, its a must

>>648314
every first model is shit
it takes at lest 3 months to get fundamentals right..
"i my first attempt at designing a car with no previous knowledge of what a piston or even gear shaft is great?" no, it the engine will fucking explode
same with 3d, dunno why people keep coming into art expecting it to be simple
only people with good anatomy knowledge from studying medicine, perspective from architecture design, or skilled at tracing and visual reproduction will start strong right off when it come to art fields
also focus on pushing it to the most finished state you can even at scratch, so at lest scratch in the eyes and teeth, dont just leave gaping holes in your models

>>649913
normal tablet, display ones like cintiq are hard to get used to

Comment too long. Click here to view the full text.
>>
>>646454
Stop.
>>
zbrush
>>
File: METAREYES.jpg (211 KB, 640x480)
211 KB
211 KB JPG
>tfw pathetic Zoomers will never know the joys and pains of modeling organic shapes entirely with meta balls

File: Minecraft.png (800 KB, 1920x1018)
800 KB
800 KB PNG
Can someone create a short (less than 30 seconds, I would think) Minecraft animation, but put pictures of real people's faces on the heads of some of the characters?
14 replies omitted. Click here to view.
>>
>>648439
begginners are known for wildely overvalue their shitty work. you better stay clear from /3/
>>
>>648439
>I just got halfway there in Mine-imator by myself in about an hour.
If you got halfway there in an hour why did you give up? Is two hours really too much time investment for you?
>>
>>648409
Why the fuck would you need that? I'm just interested
>>
>>648992
Learn some manners, you fucker.
>>
dude just fucking record the video and add the faces w sony vegas or some shit lmao

File: 1513301972805.webm (203 KB, 800x542)
203 KB
203 KB WEBM
so i've been working on this robot for a while but i've run into some road blocks with what i have planned for it. for one, i need to find a way to have black "goo" flow between certain parts
>body to head
>shoulder to arm
>pelvis to leg
as this "black goo" is going to serve as the rest of the respective appendages.
then theres the robot's fingers (and also the thing attached to its pelvis dont ask) which already have this black goo flowing between the arm and the tips. the tips are to retract and rest onto the surface with the goo being stored into it, and also have these fingers be capable of extending. my question here is, what would i need to do to achieve this effect? spline IKs? constraints?
29 replies and 11 images omitted. Click here to view.
>>
File: 1525522096675.png (483 KB, 825x777)
483 KB
483 KB PNG
progress on my project which is coming out great but i now have another problem ill detail in the next post
>>
File: 1526792892771.png (266 KB, 856x678)
266 KB
266 KB PNG
>>650719
as you can see, this leg functions on a hinge joint which normally i would just lock rotation so it rotates on the axis parallel to the swing of the joint but for some reason the normals of the bone refuse to change regardless of what i do.
>>
File: 1516070760436.png (297 KB, 906x723)
297 KB
297 KB PNG
>>650720
ok that didnt show the axis right
>>
File: 1527697910464.png (1.21 MB, 1920x1160)
1.21 MB
1.21 MB PNG
practically done, but i want to find a way to give its slime parts more mass and musculature as well as solve some clipping issues.
>>
File: 1526430372244.png (920 KB, 1920x1160)
920 KB
920 KB PNG
>>650885
sorry heres a better rendered version of it

File: 1541872019830.jpg (520 KB, 1969x1622)
520 KB
520 KB JPG
Hello Fellow modelers
>>Does anyone have a copy of the 3Ds Max Bible 2010 ?
I am really begging you guys , please does any one have a link to download?
i have been modeling for more then 1 year and this book will help me
>>
>>650781
please guys , i need it , please
>>
>>650781
https://www.cgpeers.com/
>>
>>650805
Thanks anon but i really cant register , i spend most of my day slowing modeling in silents makes naked models and car addon and bildings still Thanks
>>
>>650807
what the full name I post the magnet link if I find it
>>
>>650781
Use filetype:pdf with your Google search

File: 1514736075926.jpg (171 KB, 512x512)
171 KB
171 KB JPG
I have a 8700k non overclocked. My gpu is a 750ti and i have no money to upgrade it to anything else. Lets chat about CPU renderers itt so I can make the most of what little I have.

I rendered this with the free renderer Mitsuba about 6 months ago on the 8700k, took about 10 min.
21 replies and 2 images omitted. Click here to view.
>>
File: 1537809299122.jpg (174 KB, 1910x1012)
174 KB
174 KB JPG
I downloaded Blendseed but there are no tuts on how to enable Live Preview.

No magic is happening in the viewport. What do, lads?
>>
>>650688
Switch viewport to RENDERED mode.
Appleseed renderer may not support it, depends on the renderer.

Also on topic of home rendering. If you need a lot of rendering, like massive pics or a video you could rent an Amazon AWS virtual server, install Ubuntu and Blender on it for a couple hours or minutes even.
That would let you use a monster CPU like Zen or the top Xeon.
>>
File: 1528986908646.png (314 KB, 960x540)
314 KB
314 KB PNG
Turns out Blenderseed sucks ass. Terrible integration in 2.79. (doesnt work in 2.8)

In 2.8 Randomwalk is fast and denoising is great. I rendered and denoised this in about 20 seconds.
>>
>>650816
What are your render settings for this?
>>
>>650822
>principled shader set to random walk
>voronoi procedurals in color and spec
>128 samples
>filmic 2.2 exposure
>single area light
>denoise .5 strength
>cpu + gpu hybrid rendering

File: rigging_help.png (680 KB, 3828x1080)
680 KB
680 KB PNG
hey, noob here.

i'm working on a rig for a character how do i make it so i can move the bone like i did in the right screenshot in edit mode? this should be simple but i cant figure it out. i want the two outer points to stay at the same location when i move the middle one.

thanks allot!
1 reply omitted. Click here to view.
>>
>>650642
thanks but will this also work if i try to export it into a unity game?
>>
>>650740
*import
>>
>>650741
unity anon here.
Yes if your model is humanoid you could make animations there.
If its like not a humanoid you could use legacy for that.
either way i prefer learning to animate in unity if its human since there are tools to help you close fingers etc. like that. Hope this helps.
>>
File: back.png (506 KB, 1920x1080)
506 KB
506 KB PNG
>>650743
thanks for your reply but i dont really think it does. im working on a game with cutscenes. i dont think your solution will work because i want to render out the cutscenes.

i want the tubes in my screenshot to stick at their connections when i move the head with an extra point of control so the tubes dont go through each other
>>
>>650746
I'd try to do it with a stretchy IK setup, including a pole target. You can do it with rigify.

My First render in blender, I wanted to make something with a realistic look So I decided Not to take to much of a complicated object. What do you Guys think?
14 replies and 1 image omitted. Click here to view.
>>
>>650282
looks good but as others mentioned, add some objects nearby and add more detail on the weights - if thats a rubber on the weights check what other small details it has and implement them - maybe something ingraved or a seam near the edge (where rubber was merged together at its production). Also the floor looks like its made out of marble to me. If you are aiming for photorealism make the floor like it would be in a gym (pic related) so the shot would have more powerful feeling and relation in the viewers brain. One of my first thoughts was - why weights are on a marble?
>>
>>650375
Thanks.
Although it really is my First render. I did it using a few poliigon materials and following a few tutorials on cycle nodes.
>>
>>650436
Thank you, right now i’m adding scratches and changing the marble to wood, So I could be a commercial use wood floor such as my gym has
>>
>>650409
I meant it in the first draft sense dipshit.
>>
>>650287
Great job driving away the new comers. Keeping the board withering and bitter is the way to go.

>>650282
Try think about lighting more. People are right in that detail is needed. Bring down the shine and bump up the over all ambient/natural light of the scene.

File: download.jpg (6 KB, 218x232)
6 KB
6 KB JPG
Can someone zip me up a copy of the SA Kitty Mass files? I am away from my Poser install and only have access to Daz. SA Kitty Mass is Poser-exclusive content with the default install and can't be purchased separately.
>>
Sent ;)
>>
File: giphy.gif (2.77 MB, 400x400)
2.77 MB
2.77 MB GIF
>>650679
...and stick it in a megga or zippyshare?
>>
Alright, just DM'ed them to you. Have fun anon!
>>
>>650690
Oh thanks... I didn't have that setting turned on! DLing now.

File: maxresdefault.jpg (219 KB, 1920x1080)
219 KB
219 KB JPG
With no graphics card and simply integrated graphics. Can I make something like this or simpler?
28 replies and 1 image omitted. Click here to view.
>>
>>648365
oh no, not SFM
If only it could use ambient occlusion in many other programs
>>
File: Hi, Anon!.webm (298 KB, 1280x720)
298 KB
298 KB WEBM
>>647974
>>
>>647974
Hey
>>
>>647974
Hello
>>
>>647974
Hii

Any thoughts on this? So far all the open-source photogrammetry software has been clunky at best, but this looks pretty legit and comparable to programs like Agisoft's Photoscan.

https://alicevision.github.io/#meshroom

https://www.youtube.com/watch?v=v_O6tYKQEBA
26 replies and 5 images omitted. Click here to view.
>>
>>646270
>Autodesk changes the FBX spec every year just to fuck up any progress made by other apps to support it.
lolwut? All of my programs work fine with FBX year after year.
>>
>>646270

All your autodesk programs?
>>
>>646341
Houdini, ZBrush, Substance Painter, and Unity. I try to stay clear of Autodesk's greedy business model.
>>
>>645750
There's been a lot of cool free stuff coming out lately. I would love to try this out in conjunction with materialize. Maybe that will be my project for the day.

>>645801
Pretty cool stuff, anon, although that F-4 looks like its seem better days, lol.
>>
>>645750
Is there a good procedure on terrain 3d scanning? I want to scan my house + yard. If I remember it correctly you needed to use some kind of geodetic instruments or something like that

File: program-mech-eng.jpg (64 KB, 620x465)
64 KB
64 KB JPG
any resources / advice for approaching hard surface modeling with a industrial design / mechanical design focus?

as in, i want to learn how things are actually engineered, instead of making unrealistic shiny robots.

>inb4 lern CAD

doesn't have to be 3d specific, anything will do. thanks in advance
7 replies omitted. Click here to view.
>>
File: GDT.jpg (37 KB, 702x371)
37 KB
37 KB JPG
>>650357
>i want to learn how things are actually engineered

Learn what Geometric Dimensioning and Tolerancing is (GD&T). GD&T calculates basic addition and subtraction within a set of certain rules (ASME Y14.5-2009) applied to the geometry of an object. Just get the book I used in college. It was all I needed to start 3D printing functional parts and assemblies.
>Fundamentals of Geometric Dimensioning and Tolerancing Third Edition
>ISBN-13: 978- 1-1111-2982-8
>ISBN-10: 1-1111-2982-7
Best place to start that I can think of for you.
>>
>>650378
This.
>>
>>650493
>Geometric Dimensioning and Tolerancing
thanks. finally a proper answer
>>
>>650493
how does this help OP? he specifically asked for resources with hard surface modeling (i.e, not 3d printing). learn to fucking read
>>
>>650524
No problem anon
>>650525
If you're going to learn how to properly model machinery, you're going to need to know how to dimension and tolerance. Whether it's 3D printing or CNC machining you need to know this shit. Don't pretend to know what you're talking about. You obviously don't if you think parts magically will fit together without clearances or datum references you doughnut designing fool.

File: logo.png (218 KB, 946x391)
218 KB
218 KB PNG
glTF vs FBX thread

Looking forward to see Autodesk lose its biggest grasp on the industry
34 replies and 2 images omitted. Click here to view.
>>
>>649009
Also although the USD data can be loaded in an opaque way, the file format does have its own internal formats for poly geo, xforms, animation, skinning etc. so it can serve as a transmission format as well. The Animal Logic USD plugin makes it easier to import and export geometry through USD.
>>
Can someone explain to newbie, why people even use glTF today? Recently i dled a bunch of files in glTF format and i can't even do anything with them. Except some buggy blender plugin that i couldn't get to work, seems like nothing even imports/exports glTF. No game engine uses it. What's the point?
>>
>>649051
glTF has only been around for about a year. Plugins are currently in development for most programs including blender which will officially support it in 2.8.
Godot engine uses it, and both UE4 and Unity have shown support for the format.
I've been trying the blender plugin out myself and I've had no issues with it apart from a few missing features being currently developed.

The point is to have an open format that is compatible with all relevant programs, and we're getting there.
>>
I'm looking at the documentation of gltf and I don't understand how skinned meshes are stored. Could someone explain how it works?
>>
>>650322
The scene description contains a mesh node, the mesh node contains attributes named WEIGHTS_0 and JOINTS_0. These are both float4 arrays, WEIGHTS_0 specifying 4 weights per vertex index, and JOINTS_0 specifying 4 bone indices per vertex index.




Delete Post: [File Only] Style:
[1] [2] [3] [4] [5] [6] [7] [8] [9] [10]
[1] [2] [3] [4] [5] [6] [7] [8] [9] [10]
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.