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File: 1474815258302.jpg (1.29 MB, 3093x4891)
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If employers seek you out and recommend you for jobs, is that a sign you've made it?

Also, any general career advice is appreciated
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>>595095
This is a nice post. I agree, that guy is pathetic and should be ignored.
>>
When you're getting paid to do something you enjoy then you've made it imo. Grats OP, I'm in a similar boat to you at the moment. It's great being the one approached without having to look for work
>>
>>595149
>Anon should be ignored.
This is 4chan not reddit you fucktard
>>
>>595095
Lol the butthurt of deluded Blenderfags is gold
>>
>>595174
>>595095
He types exactly like that one mayafag who won't ever shut up, though.
His favourite term is "cookie cutter" and I'm almost surprised he didn't use it in that tirade of a post.

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>the absolute state of the 3d industry right now
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>>590586
>too autistic
It stems from Blender being in-house software, so it is indeed autistic (in the sense of "self absorbed").
>>
>>590311
My probem with blender fagets are that they are like fucking league of legends! It came about as a free thing like league!

Whereas other studios like maya were Starcraft in comparison. Better players more thought out and alot more creative!

Blender is alright but i cant take it seriously
>>
>>590421
This can't be true... That's absolutely inexcusable.
>>
>>590439
They really should have color coded each mode to help separate them.
Or at the last made the mode name a different color so you can easily find the mode you need the hotkey for.
>>
>>595100
Blender was anything but "free" when it was first created.
The Dutch animation studio Neo Geo developed Blender as an in-house application in January 1995,[5] with the primary author being software developer Ton Roosendaal. The name Blender was inspired by a song by Yello, from the album Baby.[6]

When Neo Geo was acquired by another company, Ton Roosendaal and Frank van Beek founded Not a Number Technologies (NaN) in June 1998 to further develop Blender, initially distributing it as shareware until NaN went bankrupt in 2002.

On July 18, 2002, Roosendaal started the "Free Blender" campaign, a crowdfunding precursor.[7][8] The campaign aimed for open-sourcing Blender for a one-time payment of €100,000 (US$100,670 at the time) collected from the community.[9] On September 7, 2002, it was announced that they had collected enough funds and would release the Blender source code. Today, Blender is free, open-source software that is—apart from the Blender Institute's two full-time and two part-time employees—developed by the community.[10]

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Hope this is appropriate for this board.
I need to move these pillars further away from the world origin, because I want more space between them. I do not want to change their size.
Unable to find a solution from google, so maybe someone here knows how to help?
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>>595178
Hey, thanks a lot! That did the trick :)

Now it looks much more how I wanted it, great!
>>
There's not a Polar Array command in Maya?..
>>
There is much better way -> use MASH.

Select one pillar > create MASH network > under distribute node select "Radial" > adjust which axes to align to > adjust desired number of objects duplicated > adjust desired radius.

This way you can fine tune number of pillars and radius as you wish.
>>
>>595214
I was looking for a solution like this originally. Great to know that it can be done like that.
>>
>>595166
>>595183
the ayleid ruins are fun to remake with the ripped assets.

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>>594604

where to find this?

cgpeers doesnt have it
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>>594604

All the time. I literally have one minimized in the background that's relevant to whatever I'm doing all the damn time.
I must have watched literally thousands and thousands of hours of tutorials.
>>
>>594818
This. I am sad to admit that I have grown to kinda like the drone of a nerdy American voice in the background, just quietly muttering away to itself. When it says something interesting - I'll flip over to it.

Baseball is also good for this purpose. I have an MLB subscription purely to have some inoffensive sound going on while I work.
>>
>>594760
>left looks like a legitimate good design that would appear in a zelda game, complete with clean art style
>right is completely overdesigned and ruined, turned into a shitty mobile phone game asset

how do they do it?
>>
>Daniel Danielsson

( / ) C4D TUTORIAL - Bioluminescent Jellyfish PT1
( / ) C4D TUTORIAL - Bioluminescent Jellyfish PT2

about 50min of a 4bar Dr Dre instrumental constantly.

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Instead of having 20+ different threads arguing about which is better, let's contain all that into a single thread.

That's not to say this thread is for shitposting, but I think it's worth discussing the differences between each program along with their merits for an artist.

Some baseline questions:

What do you use for polymodeling?
What do you use for sculpting?
What do you use for retopology?
What do you use for rigging and/or animation?
What do you use for vfx?
Which do you think offers the best value for money?
Do you combine any for your personal pipeline? If so, which ones?
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>>594444
Eh, I’m already home so I won’t be able to do a webm or anything, but just follow these steps and also an image I found for good measure.
1. Click create tab (first tab on right bar)
2. Draw a plane, or any other object you want
3. Right-click on the object and select “convert to”, and then pick editable poly
3.5 Alternatively, after making the object, click on the modify tab and in the drop-down, add a new edit poly modifier.
4. Once the object is either an editable poly or has the edit poly modifier, it will have a new “selection” rollout, controlled by the 1-5 num keys or you can just click on them.
5. If you have edit poly as a mod, you can collapse it down into a full editable poly by right clicking on it and selecting collapse to or all.
When selecting between modes, many of the hotkeys and functions in Max change depending on your selection. So connecting vertices with ctrl+c will not connect edges for instance. Pay attention to the tool ribbon as well, as tools swap to ones appropriate for your object.
Sometimes your model will end up as an editable mesh, this is kind of a legacy thing in Max and you generally shouldn’t try to use it for modeling, however the performance overhead for meshes is much lower, so like when animating a character, it’s preferable to convert them to a mesh first before skinning.

To install rapidTools I think you just drag the file into the viewport and it auto-installs and puts a new menu in the top-right of the screen. If you want, you can then go to customize and bind somebody the functions to your quad menu (right click) or maybe hotkeys. The really important one is rapid edge regularize, which can be used in loop, edge or polygon mode. Quad cap is also nice. The others are a bit more complex and it’s preferble if you maybe watch some videos where they’re used or read up on it. Nice to have either way.
>>
>>594471
>>594456
YEHS
Thank you so much! I'll make good use of all this.
>>
>>594471
So, some things I want to mention ahead of time. In that screen I posted you’ll notice that there are modifiers right above the stack. This is called a modifier set, and it can be created and managed by the button to the lower-right of the stack that looks like a window with four squares in it.
This is useful because instead of opening the drop down and scanning for the mod you need, or even bothering to type in the name, you just click the button and it applies immediately.
Which mods you’ll deem important enough to use up screen real estate all the time is up to you, but as you go along and find yourself using the same thing over and over, consider adding it to your set.

The next point I’ll get out of the way before you pull your hair out. Max has a system called XForm that keeps track of local transform changes to your model, so that if you scale it by 1.25x on Z, it remembers that it’s scaled by that much. The issue is that some things like rotating and scaling the mesh while being in sub-object mode don’t update this, or alternatively, you might have started with an object by drawing it out on the ground plane, and later moved/rotated/scaled it into place; it’s origin has been modified, even if it’s now in its “rightful” place.
As you mess around with your geometry, over time the XForm can get screwy, leading to weird transforms or modifiers that don’t work properly, because they think the local transform of the object is different. In that case, go to the last tab on the right hand panel and select Reset XForm, which will zero out all transforms to world coordinates.
Local transform includes crap like normals, so sometimes reseting XForm screws up your normals, sometimes it fixes them, just Max things.
The important thing here to remember is that any time you’ve made some major changes to some geometry, reset the XForm and collapse the mod it creates. Don’t try and undo or remove it or your model will shit the bed.
>>
>>590641
>What do you use for polymodeling?
Maya/3DS Max
>What do you use for sculpting?
Maya
>What do you use for retopology?
Maya
>What do you use for rigging and/or animation?
Maya
>What do you use for vfx?
After Effects
>Which do you think offers the best value for money?
Depends on your workflow. Maya does basically everything I need so lets go with that.
>Do you combine any for your personal pipeline? If so, which ones?
I rather use Maya exclusively, but work has me using 3ds max.
>>
>>591528
Have you tried looking after some plugins? VisualARQ, for example, has BIM, automated level plan creation, grasshopper elements and 2D plan view linked with the 3D model.

And you can integrate any Rhino geometry easily, export it as IFC, etc.

How to map equirectangular 360 properly on simple 4 face cube? In Blender. I want to "be" in that cube as if I were in a sphere.
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>>594956
>>594975
aah yes, a technique that was already retarded back in 2002
>>
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>>594956
Why not just use the environment texture option in the world properties?
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>>594978
It's way older than 2002, stupid brainlet.
>>
OP here.
Thanks guys for your answers.
I've solved that. The best way is try the cubemap toolkit https://www.blendswap.com/blends/view/83386
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>>595014
>not being able to read properly, the post

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You gotta admit Blizzard does know how to make cinematics
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>>592068
>Environment sounds are complete ass
>Face close up and roar
>Voices are completely out of place
>It's like sounds don't travel longer than 20m in Azeroth
>Limited amount of sounds
>Stronk womyn
>Shit, we are losing, time to get serious
>Baby faced Orcs
>Hollywood actor as handsome faced Paladin

Good try 1/10, not enough to make me buy your shitty products
>>
>>593148
This in game cinema makes me want to play the game less. Blizzard fail.
>>
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>>592587
Scale doesn't change IMO, anon.
What parts are you referring to?
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>>592068
Since the Warlords of Draenor cinematic it’s gone to shit, that was the last epic one. Its like theyve lost some key people since then including their cinematic director... oh wait
>>
>>593945
kek, that's not an actual negative aspect of the cinematic itself, just your own simple shitty reaction to it

How many of you use MagicaVoxel? Voxel art isn't for everyone, but for those who like it, it's brilliant.

It's a great piece of free software. It's less than 5 MB in size, is super fast, relatively easy to use and comes with a built-in renderer. You can also export your models to various file types. For pixel artists, it might be easier to make stuff in MagicaVoxel and then export it as a pixel sprite art.

The only disadvantages it has is that it can only handle 126x126x126 size models right now and max size of render is 2048x2048 px.

The upcoming version is going to let you make scenes of either 5123 or 1024x1024x126, which is bloody amazing.

Softwares like this and Blender are the ones we should be promoting.
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>>588467
Wtf are you kidding me
>>
Can yuou do the loghting and reflections in magic voxel like the guy who posted this video, or ops pic
>>
>>595067
I don't realize "more and more industry is using blender" because it isn't.
>>
>>588321
Just got it! Love it!
>>
>>595088
Ok. Sure.

What CPU do you use for your 3D work?
Do you prefer Intel or AMD?
11 replies omitted. Click here to view.
>>
If you upgrade to Windows 10 from Windows 7 OEM, is the digital license tied to your hardware?

If I wanted to change motherboards for a CPU upgrade, would I have to buy another Windows 10 license?
>>
amd athlon2 x3
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>>594228
Yes and yes i think. OEM is tied to the hardware, changing the motherboard and CPU counts as new computer which technically it is.
>>
>>594297
Stop spreading misinformation.

https://support.microsoft.com/en-au/help/20530/windows-10-reactivating-after-hardware-change
>>
Coffee Lake price drop when? New supply coming in the middle of December, right?

Should be coming out soon. Video:

https://cgcookie.com/live_streams/retopology-with-retopoflow-2-0

>all of these companies like pixologic, foundry & pilgway doing everything they can for developing automatic retopology instead of optimizing the workflow for manual retopology
>blender devs of all people absolutely nail it
Who said Blender sucked again? Provided they remove all the bugs, this will be the best method by far.
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>>593068
try this http://igl.ethz.ch/projects/sketch-retopo/sketch-retopo-license.html
https://www.youtube.com/watch?v=VxQOTKNddlc
or this https://github.com/wjakob/instant-meshes
https://www.youtube.com/watch?v=U6wtw6W4x3I
>>
>>593068
there is a tris to quads function in blender. idk about rhino
>>
>>592791
You are mentally retarded.
>>
>>593070
>are you fucking serious
Are you? I model in NURBS. There is nothing wrong with Rhino as CAD software and Rhino is known for being one of the best free form surfacing tools for engineering purposes.

I could care less if the mesh tool are basically non existent. I just want to make a mesh to paint for fun to make liveries lit up better than in PS to see them on panels that are designed to be made in the real world out of carbon fiber.

>>593071
Damn those are some interesting looking programs! Thanks. Sketch retopo seems really interesting, wonder if that type program will distort details while creating a new mesh.. only one way to find out.. I'll definitely be trying a few out later today and post results if I have success.

>>593072
Nice. Not sure, I know Rhino is pretty limited with poly stuff from the commands I've searched at least. Definitely should do more research on finding what would be best to get a base mesh.. I'll have to check if blender supports files imported as NURBS.
>>
>>588285
classism isnt making anybody take you any more seriously

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What is missing with vfx? Why is it always possible to tell when it's cg? What do we need to overcome uncanny valley and achieve perfect photorealism?
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>>585118

There is real time photorealistic CGI. Nvidia and Activision have demos for it.

It's advanced mocapping essentially with very good skin WAS that's rendered in real time. It's the most convincing muscle deformation and skin I've ever seen.

SSSS demo
Nvidia faceworks
>>
What's the point anyway in trying so hard to make real humans in films, when there's million of real humans to pick? I can understand when you are making alien-like creatures or monsters, but why spending millions of dollars and autistically adding pores, sweat and hair to make a normal guy in 3D?

Moff Tarkin in Rogue One was absurd because they could have just used a real actor in make up. It won't be exactly like Peter Cushing, but who cares? Martin Landau in Ed Wood was really convincing as Bela Lugosi, and we didn't need to look at a reptilian CGI model that looked exactly like Bela Lugosi, but was floating around the screen.
>>
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>>594919
>I know there are like millions of humans but I dont like any ovem. I demand 3D hhnnngg
>>
It's so they can brag that they had the big bucks to fund it + CG is the magic solution for a lot of stupid execs, despite there being other, more convincing methods at half the cost.
>>
>>595004
It's completely bonkers and in their arrogance, the cheaper way of an actor with make up looks better and more alive. Also in Ed Wood, again, Vincent D'Onofrio did a great Orson Welles.
We know Welles is dead, when don't want to look at a scary ultra realistic 3D zombie or an Andy Serkins puppet.

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do i need a faggy university degree to work in the industry or just an impressive show reel,i am wasting my money on getting a bachelors degree at the moment also should i drop out ?
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>>594622
>at the moment my stuff is decent
What do you base that baseless assessment off of?
"Feedback" from people that don't want to hurt your feelings? People you're paying to teach you?
Get fucking real faggot. You know what the difference is between a good artist and a great artist?
A great artist listens to feedback and learns from it.
>>
>>594667
you are right,i guess i have to much enthusiasm and hope,i spent the last 6 years studying visual effects mostly compositing(photography,lightning,composition) and the last 2 just pure 3d,i was planning to use the next 3 years with the intention of creating at least 1 or 2 fully 3d short films and advertise them at film festivals but at the end i will most likely fall on my face.
>>594672
>Feedback" from people that don't want to hurt your feelings?
not quite,i've been comparing my work with well known artist on artstation and every time i get closer and as you said most of the people that saw my work were impressed but their feedback is most likely dishonest.If i put the time and effort.I believe that i will achieve something and if it's good or bad only time can show.
>>
>>594662
It all depends on how much he needs a degree and what he wants it for, as well as the quality of the degree.

A good school will give you industry-relevant assignments that you can expand on and built a portfolio with. On the other hand, there are schools that will have you model cats with nurbs and write 3000-word texts on the meaning of life. Time wasted doing shit like this is time you can't spend on 3D, and it kills your motivation, which is why some people are actually better dropping out and taking a sabbatical (if they can) to improve their art.
>>
My suggestion and my opinion.

Since you haven't told us which school you're in I will try to come up with a criteria for you to decide if it is worth spending your time in this school.

1.Teachers are good (have a decent portfolio) and you can get good critique from them.
2.There're enough assignments to challenge yourself to get best result.
3.Classmates are your friends and show interest in CG industry.
4.School keeps contact with industry. They invite proffesionals to tell you about how it is to work at companies and so you students also have ability to show their work to those who work in this industry.
5.School organizes social activities.
6.School grants you Bachelors papers when you finish it.

If your school manage to do those 6 It's a worth school to spend time to.
Also I highly recommend not to isolate yourself to work alone until you get good. Humans are social beings and we tend to do our things better when we surrounded by people like us.

But maybe you did your calculations and decided that being in dept is not an option for school like this.

Comment too long. Click here to view the full text.
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>>594939
thank you,I study at the university of the creative arts in england,i chose this university for it's film production program which was supposed to be good but to my surprise,it was terrible that's why i transitioned to their animation program.

When I subdivide, one area doesn't subdivide at all while everything else does just fine.

Whats the deal here?
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>>592973
BBS wheels aren't that rounded. They're almost all fillets on a milled faces, not rounded spokes... same with where spokes meet your outer barrel.

Also none of these problems would happen if you were using glorious CAD. I'm actually curious how a NURBS BBS wheel would look converted to polygons...

TLDR
>what the fuck is going on here
wrong program m8
>>
>>592973
yes, subdivision/smoothing errors are usually a sign that there are geometry errors
>>
>>593116

It's my first model so most of this stuff is still new to me.
>>
>>592973
You had vertices on the edge without edge connections. Cleanup gets rid of these. Sometimes you need to run it twice but please make sure you have related options enabled.
Also exporting your object out as .obj and disabling the group etc options will get rid of everything else and clean up the structure if it's been imported from somewhere else. It's a good way to clean up unnecessary shit from models.
>>
>>594951
Sometimes merge vertices will also do the trick, depending of the issue. Make sure to check the fuse distance though.

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How do I make beautiful anime art, /3/?
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>>584179
imagine waiting this long for a reply
>>
anyone have good tutorial for the head and hair which can export to game?
>>
>>594886
Suriyun makes some pretty tasty mammaries.

https://www.assetstore.unity3d.com/en/#!/search/page=1/sortby=popularity/query=publisher:10786
>>
>>594886
I don't know how high poly you want to go, but I got some anime babes from model resources
some examples:
https://www.models-resource.com/wii_u/hyrulewarriors/model/20869/
https://www.models-resource.com/playstation_vita/miraclegirlsfestival/model/22030/
https://www.models-resource.com/playstation_3/neptunev/model/6580/
https://www.models-resource.com/pc_computer/dragonquestheroes/model/15375/
https://www.models-resource.com/wii_u/thelegendofzeldabreathofthewild/model/20386/
https://www.models-resource.com/wii_u/supersmashbrosforwiiu/model/11425/
https://www.models-resource.com/wii_u/pokkentournament/model/15543/

I doubt you are going to learn anything useful thou.
For the most part anime style models are very simple, and most of their appeal is in textures
>>
>>594935
a better example is atelier sophie and CM3D2, for textures as you said

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what should i make
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Bane
>>
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>>594837
>government
>protecting rights

Lmao
>>
A fourth reich that we can all be proud of. Except blacks, hispanics, jews, arabs, asian, and indians, of course.
>>
>>594872
You laugh at being raped?
>>
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>>594880
>government is the reason you dont get raped

are you cereal?



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