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Hide your children and run.
>>
>>1023901
https://youtu.be/hNAc5AJ6q7U?t=544
No need to hide. Polyhedra are fun for the whole family! :D
>>
Where'd everybody go :(

There are so many books on Blender. How do I know which are good??
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>>
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i find it funny how this book is about learning to use a creative software yet the cover image is AI
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>>1025136
I know some things have changed, but it's not enough to ruin tutorials. You do a 2 second search and find out what moved. Everything in 3D requires search skills and self reliance, if that stops you, you were never going to make it anyway.
>>
>>1025140
>Everything in 3D requires search skills and self reliance, if that stops you, you were never going to make it anyway.
Fuck off you faggy twink, this isn't needed.
>>
>>1025173
Every trained skill is like that, you've obviously never learned to do anything in your life if you think being able to search for more knowledge isn't needed
>>
>>1025136
that's what you get for using tutorialware that is shilled by ppl monetizing tutorials

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I want to rebuilt my granmas apartment. I kinda have a floor plan. My goal is a realistic looking scene that I can walk around in first person in VR. What would be the most efficient work flow? I thought of this:

1) 3D modeling the whole apartment in a Blender/Cinema 4D scene. Including all the furniture, etc. I'm a bit faster in C4D so I might use that. Do I have to take care of polygon count or such or doesn't it matter in a private project? I would probably do it quite rough with just cube after cube.

2) Export it all and import into Unreal. From there I add lightning, texture/materials/colors (or is this better done before export?).

3) Run in VR.

Is this a good plan? any suggestions?
2 replies omitted. Click here to view.
>>
>>1025107
>Can VR handle it?
It depends on the platform, 2 millons is a bit high but it should be fine if it's not mobile VR
Keep modeling and optimize towards the end
>>
>>1025112
Alright
>>1025114
Just reached 12 millions, not sure if I should start to be worried that I'm doing something wrong here.
>>
OP here,

this is not OP:
>>1025107
>>1025117
But I get your message, I'm a noob and you wanna make fun of me ending up with millions of polygons in a VR scene :(
>>
>>1025103
export it. you never know how shading will fuck things up between engines
>>
>>1025146
How do I shade it? Is it all one smoothing group?

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Jita - She doesn’t wear a shirt because wearing shirts is weird where she lives. Only her head is "finished".
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>>
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>>1025080
Well at least you downloaded the books, good first step.
>>
>>1025080
>>1025081
Also I don't need a response, I said everything I had to say. The rest of the posts are obviously not me. My job is done. Good luck with your game.
>>
>>1021264
Disgusting faggot, you're just a weird sperg gooner. Everything went OK for a fag like you until this.
>>
>>1025100
>you're just a weird sperg gooner.
what website do you think you're on
>>
>>1025100
Dude one of those characters is a gory cyborg with a giant nigger ass and a robo cock and you want to get mad at some boobs?

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Complete noob here.
I tried generating a model from https://aidemos.meta.com/segment-anything/editor/convert-body-to-3d imported it in blender and was expecting rigging would be trivial as the bone structure is already there, but it seems like it's not the right type of object.
Am I mistaken here for thinking that Sam3DBody could take care of generating basic rigged models?
1 reply omitted. Click here to view.
>>
>>1025055
No such thing.
>>
OP here, I figured it out. Nevermind it.
>>
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>>1025092
Figured out you're not OP but a fag?
>>
>>1025051
I also forgot to mention that I recently found MeshyAI as an alternative for generating my models. Is it possible for it to generate furry male tiger anthros and scat? Does it do well with NSFW and these types of kinks?
>>
>>1025097
the first three uses or so are free i think? you cant download the model after generation since it requires a subscription

i want to try to be a vtuber, but i dont know Where and how can I find and create my own model, and in general, how to do this? I really want to, but I dont know how. Everyone says different things, and I dont know what to listen to.
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>>1024955
we vtubers dont even see you as human unless you throw money on patreon, then you may be a subhuman at most.
>>1024961
Noone cares stfu drunk ape
>>
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not OP but I came here to make the same thread and when I rig it it can't bend well what have I done wrong and should I start over I'm very new at this (obviously)
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>>1025019
did you use automatic weights?if you did you might need to tweak the weight vertex groups in the weight paint object interaction mode you only have to do this for one side as long as the mesh is symetrical you can mirror the weight paints

another thing it might be the areas with joints to bend need to have a special topology in order to bend in a realistic way without shapekeys this image is an example but there are many ways to do this just look up hand,knee,or elbow topology

if its too complicated you can topologize it automatically using mixamo or reallusion both have plenty of tutorials on youtube as well as pipelines into how to make those rigged models track your movement using a xbox kinect
>>
>>1025060
i don't know what any of that is I just used premade shapes and sculpted them and then I hand painted I will look it all up also i thought I just had to ad more loop cuts on the arms.
>>
>>1025065
it might look intimidating but dont worry none of it is hard there are just alot of steps you have to learn

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trying to get a npr rig of a "doughnut" and "biscotti" working im using a cloth sim to simulate "doughnut jiggle" and im struggling to get the "biscotti" to penetrate through the donut hole and then have the hole return to its regular shape,also trying to simulate "coffee liquid and bubbles" to spill out of the donut hole,since its npr so it dosent have to be realistic and the less intense it is on my pc the better

any suggestions or tutorials you can recomend?
10 replies and 5 images omitted. Click here to view.
>>
>>1024471
whoops, meant scale factor -1
>>
Updates?
>>
>>1024982
my bad man i forgot
i set it up so that each bone streches the donut in a different direction when the biscotti gets to close and added a cloth modifier to give the donut "donut physics" its too jiggly and dosent maintain its shape as well as it should but i have a good feel on what to tweak to get where i want to


heres the progress and the modifiers and simply wrap pro settings i used to get the effect,still trying to figure out how to make "coffee" splash out of the hole or have bubbles come out of it thats where im at

https://youtu.be/KDK21asHuVc
>>
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>>1025061
didnt think the quality would be so bad here are the current settings
>>
>>1025061
Needs more dampening. That'll settle it down quicker.

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Blender animations are laggy, skinning bugs, shitty skeleton system that's weird. Skinning and animating on older versions of Max was a cake in the walk compared to this.
>>
>>1024943
Show the topology of the the hand
>>
>>1024943
Bruh fix that finger's weight
>>
>>1024943
What is weight painting?
>>
>>1024943
If you have any thing generative on while running the animation, then it will slow down. What do I mean by generative? That can be things like modifiers that are generating new geometry like for example, the subdivision modifier. It's generating new geometry. And when the animation is active, it has to generate new geometry every frame. This causes slowdown. So you want to disable things like that while you're testing your animation.

Personally, I rand into this issue the other week. I couldn't figure out why it was so laggy, until eventually I disabled everything, and only enabled things 1 at a time to test their effects. I discovered the culprit. I used a geometry node to generate eyebrows on the character. I didn't apply the node, because it was still in testing itself. So when I activated the animation, it was generating eyebrows for every frame. As soon as I disabled it, the animation was perfectly smooth.

Note: there is a difference between hiding and disabling. The eye icon merely hides things from view, but they're still being calculated. Hiding will not get rid of lag. You have to disable it by pressing the viewport icon that looks like a monitor.
Disabling from viewport will not disable from render. That's another 3rd option, with an icon of a camera.

So make sure that any excess generators are disabled from viewport in order to eliminate lag while the timeline is active.
>>
>>1025091
>there is a difference between hiding and disabling. The eye icon merely hides things from view, but they're still being calculated.
Not OP, but this explains some performance issues I've experienced while testing. Thanks anon.

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Should I move to 3ds max from Blender? Does it have more things that are advantageous over Blender? I feel it has a more straightforward UI than Blender after working with it for a good time, and navigating materials is intuitive, same for rigging and animations. Although I like the hotkeys for modeling from Blender, is there such a thing for max?
10 replies and 3 images omitted. Click here to view.
>>
>>1024706
/ic/ is sooo hardcore
>>
>>1024895
>pornboard of drawfags
This board is infinitely higher than that incel board, we laugh at them instead.
>>
>>1024896
/3/ is sooo hardcore
>>
>>1024643
>hotkey that can’t be changed
you guys still purport this lie out?
>>
>>1024917
much better, thank you

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How come the modifier stack of 3DS Max is more solid than Blender?
6 replies and 1 image omitted. Click here to view.
>>
>>1024242
>For example deformation modifiers generate their own grid structure, of which you can then move the control points. In blender this always seemed more clunky because you have to create this geometry yourself,
You're supposed to use lattices for that which has been automated to fit the bounding box now
>>
>>1024242
Yeah that's great, blender modifier sucks garbage ass
>>
>>1024243
Saying just use lattices doesn’t really fix it it just shifts the burden onto the user. Instead of adding a modifier and getting a cage to tweak, you're creating extra objects, switching modes, setting resolutions, and managing relationships yourself. Auto-fit helps, but it still feels bolted on compared to tools where the deformation grid is just part of the modifier and stays out of your way.
>>
>>1024242
>>1024821
>>
>>1023545
Where?

I've finished the donut tutorial. What's next for me? How do I start making money?
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>>
>>1024277
>How do I start making money?
Well you polish up your CV and start applying locally, maybe ask your parents or friends if they can hook you up with a job.
McDonald's and other fast foods are alright for a first job experience, but they receive too many applications so they probably won't hire you.
>>
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>>1024277
>How do I start making money?
>>
>>1024324
>Is it even possible to make porn without getting doxxed?
why would you care when porn is legal to make?
>>
>>1024278
you don't use fluid simulation for the donut
>>
>>1024931
maybe he wants to get married some day

Another newfag looking for blender help.
I have a model with animations that I've been exporting into my game engine (Model3d format) and it was working ok.
Now I've upgraded to 5.0 and my actions are now in a "legacy slot". I want to import Mixamo animations into my project but they are now going into "Slot".
I need to get all the animations into the same slot, how do I copy them from one slot to another? ctrl+v doesn't do anything but open the "Paste Keyframes" dialog which does jack shit?
>>
Never mind, apparently solving my problem is as easy as just renaming all my important slots to "slot"

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https://itaku.ee/api/media_2/gallery_imgs/Alopex_Turntable_x5ke8IC.png

does anyone know why my APNG animation does the camera shake during an orbit? i typically just spin a character's root for turntables with a static camera but i wanted to try something else in case i wanted static directional lighting. i'm guessing this is an issue with interpolation/easing or something but i really don't want to wait another 2.5 hours to see if that's the correct fix.
3 replies omitted. Click here to view.
>>
>>1022716

i'm actually taking HVAC classes right now because i know i'll never make a career out of this and big companies just want to use AI slop anyway.
>>
>>1022722
Fuck hvac. Go into machining. there are no CNC machines in attics or crawlspaces. The smell of glass fiber gives me anxiety now
>>
>>1022722
Good. Much better than beating the dead 3D horse.
>>
>>1022680
how did you make this? camera on a circle curve with a damped track keeping it pointed at the character?
just make an empty where you want the camera's point of rotation to be
parent the camera to it
rotate it 360d
edit the keyframes to be linear
>>
>>1022680
parent the camera to a circle and rotate the circle.

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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
>>
>>1022910
i don't like the dimensions of a lot of the model.

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Blender Cultists who claimed Blender can save you money, never truly understand how money actually works. Now Gainax who tried to save money have been dissolved because of false promises to save money. You people have blood on your hands cultist, blood on your hands!
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>>1023292
Literal retard babble
>>
>>1023292
>gainax
are you a fucking moron
>>
>>1023468
you didn't debunk any of his points
>>
>>1023292
Based
>>
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>>1023292
nobody ever worked for that company, nobody ever heard of that company, nothing ever tweeted or twexted has ever mattered, the entire purpose of 3d is to make low poly game assets to be used in resident evil clones.

the sooner you grasp this concept, the better.


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