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>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
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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.
last bastion was made from scratch from what I recall. other like this and sombra were not

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.
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.

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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.
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Any idea on how to get directions for how to use it?
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I googled it
HAhahahahaha wtf this is real
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.
Lizendy. He's on youtube.

> 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?

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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.
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.
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.
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.
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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.
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Is that a bullsquid/Mr. Valve hybrid abomination?

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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.
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.

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.
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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

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

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

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>tfw pathetic Zoomers will never know the joys and pains of modeling organic shapes entirely with meta balls

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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?
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begginners are known for wildely overvalue their shitty work. you better stay clear from /3/
>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?
Why the fuck would you need that? I'm just interested
Learn some manners, you fucker.
dude just fucking record the video and add the faces w sony vegas or some shit lmao

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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?
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progress on my project which is coming out great but i now have another problem ill detail in the next post
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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.
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ok that didnt show the axis right
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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.
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sorry heres a better rendered version of it

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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
please guys , i need it , please
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
what the full name I post the magnet link if I find it
Use filetype:pdf with your Google search

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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.
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I downloaded Blendseed but there are no tuts on how to enable Live Preview.

No magic is happening in the viewport. What do, lads?
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.
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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.
What are your render settings for this?
>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

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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.
thanks but will this also work if i try to export it into a unity game?
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.
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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
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.
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?
Although it really is my First render. I did it using a few poliigon materials and following a few tutorials on cycle nodes.
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
I meant it in the first draft sense dipshit.
Great job driving away the new comers. Keeping the board withering and bitter is the way to go.

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.

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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 ;)
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...and stick it in a megga or zippyshare?
Alright, just DM'ed them to you. Have fun anon!
Oh thanks... I didn't have that setting turned on! DLing now.

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With no graphics card and simply integrated graphics. Can I make something like this or simpler?
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oh no, not SFM
If only it could use ambient occlusion in many other programs
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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.


26 replies and 5 images omitted. Click here to view.
>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.

All your autodesk programs?
Houdini, ZBrush, Substance Painter, and Unity. I try to stay clear of Autodesk's greedy business model.
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.

Pretty cool stuff, anon, although that F-4 looks like its seem better days, lol.
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

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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
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>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.
>Geometric Dimensioning and Tolerancing
thanks. finally a proper answer
how does this help OP? he specifically asked for resources with hard surface modeling (i.e, not 3d printing). learn to fucking read
No problem anon
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.

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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.
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?
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?
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.

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