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File: BlenderSoyboi.jpg (135 KB, 960x960)
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>>642179
Funny, because you quoted 4 different people, one of which I was even strongly disagreeing with.
How does it feel to be completely unable to comprehend written words and still be a smart ass about it?
>>
>>642132
What game or movie are you working on right now?
>>
>>642262
Donuts & Bones: A Tale of the Industry Standard
>>
>>642262

How many games or movies are being made with blender right now compared to the amount made with Maya?
>>
How do you not get bored of Blender vs Autodesk...

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Software used: Mandelbulb 3D (MB3D) Fractal Rendering Software
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>>641544
You can find some tutorials, video tutorials on the internet.. You can generate animations too.
>>
>>642246
The thing is that a lot of tutorials are pretty basic, what I'm looking for is a tutorial that actually explains what is happening with the shape as you move the modifiers, I know that there are some tutorials on deviant art but a lot of times those are from previous versions and it doesn't work anymore with the newest version, and it's pretty annoying for me changing the modifiers over and over to get a grasp of what is going on, but I guess there is no way around that.
Still thank you anon.
>>
>>642320
chances are that even the people who write the tutorials have no idea what the fuck is going on.
Fundamentally, it's math. Try /sci/ or something.
>>
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I don't know what the fuck I'm doing, but this program is awesome
>>
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Am I doing this right?

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Post your /pol/ related work
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>>640967
Reminds me of these 70s exploitation films with Nazis, torture porn and lots of violence...ironically all made by Jewish directors.
>>
>>640974
What do you think was on the tapes for "Homeland Civic Defense Training" distributed to the people in Israel shortly after its constitution? Good thing DAZ wasn't available back then, or things would even be worse than they are today.
>>
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Boop
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>>628746
That's funny

So I know where to find 3D artists for commissions and all that, but what about animation? Where do I look for good animators?
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>>
Where do i find 3d artists to commission
>>
>>642121
Artstation and DeviantArt
>>
>>642130
No son, you only find misery and inflation porn at DA.
>>
>>642016
who is this from and more importantly do they do porn
>>
>>642016
Who's the artist that made this? I really love the style.

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I thought Rhinoceros was outdated.
I started studying and getting efficient in 3dsmax, maya, zbrush, v-ray, corona and other soft like after effects.

>80% of the current architectural 3d jobs ask for Rhino.
>They keep asking for dozens of programs and render engines. How is this even possible? How can you learn everything?
>>
>>641700
>How can you learn everything?
It's not like you have to be an expert at all of those programs to make these bland, run-of-the-mill architectural renders.
>>
>>641700
>Rhino
>outdated

brainlet
>>
I live in the uk and have never seen rhino on a job description but It was maybe a thing 15 years ago because i remember bring taught it in tech class. max with vray is the preferred tool for most arch vis studios here.

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Does anyone here have access to his patreon? Anyone willing to share his tutorials and workfiles?

https://www.patreon.com/motionmarkus
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>>
>>634650
I'm not joking when I say even 50 cents is hard to come by. I'm ridiculously poor and I can barely even keep myself fed. That's not to say that that makes pirating OK. I've payed for many things I could have torrented when I was holding a job. I've bought around 60 games on steam. I would rather buy a product and own it than go through the trouble of torrenting it.
I'm excited to get my next job for this exact reason.

I don't have any malicious intent, I just like utilizing the resources that are available to me. I'm not going to put my fingers in my ears and scream 'la la la la la' especially if the possibility of improvement and learning new information is available.
>>
>>634427
I need this so bad. Surprised there aren't any torrents. Boohoo for me because I can't steal someone's hard work. I really wish I had the money to pay. I can't wait to land a job so that I don't have to worry about not being able to access stuff while being poor.

You guys who can pay have it good.
>>
poast it senpai, I know you got it
>>
>>637271
>50 cents is hard to come by
>I'm ridiculously poor and I can barely even keep myself fed.
>I've bought around 60 games on steam
>60 games

Holy fucking shit, anon, do you actually have the fucking brain of a child? How the fuck can someone be THIS bad at managing money?

Delete your Steam account and get some fucking help. Holy shit, you're pathetic.
>>
>>642176
I was brutal because I thought you were OP, but the point still stands, lay off on the Steam purchases and buy yourself some fucking food.

I have a 3d model, and I want to render out a rotation image like pic related. How do I go about it? Preferably, I want the option to both output each angle individually into separate images, and also into a single image like pic related.
1 reply omitted. Click here to view.
>>
Yeah just animate your camera and render to images.
Then import those images on layers in photoshop and get an automation script for rendering all layers into a sprite sheet, you'll need to find a script that allows you to set how many of the images you want horizontally/vertically.
some of the scripts force you on 1 to 1 aspect.
>>
>>642085
>It'll probably be an ortho camera since I think you're trying to make 3D look 2D here
Not OP
Why do you think orthographic camera is better for making it look 2d? I always thought ortho would make it look too perfect.

>>642088
ShaderX (free software) has a cool feature for joining multiple images
>>
if you have photoshop just use a macro, no need to install a new program unless you need to pack like 1000 images into an atlas.
I can't remember what I'm using but here's one that looks like what you need:
https://github.com/rraallvv/Layer2SpriteSheet
>>
>>642081
that looks curiously similar to imposter sprite atlas
>>
>>642085
>It'll probably be an ortho camera since I think you're trying to make 3D look 2D here?
The absolute state of this board.

Few questions on the traditional style of modeling:

I'm trying to git gut at traditional modeling, and I was wondering what tutorials / articles / books out there are worth consuming on the topic (I use maya, but engine independent material is welcome). To clarify, I don't want to model simple, hard-surface stuff, but I'm rather looking for help on managing and developing high poly organic meshes - a human, for instance - and on keeping everything organized and clean, because right now, my models always degen into a mess of unaligned vertices which I can't move without making things even worst.

Is there a correct technical term for this kind of modeling? When I look up "modeling", I get a lot of sculpting as well, so I'm wondering if there's a keyword I'm missing here that'd help me out.

Is making normal maps by hand a thing, or do people now-a-days pretty much bake everything from a zbrush sculpt and be done with it? If the former, where would be the best place to start with that?

Thanks in advance.
>>
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>Is there a correct technical term for this kind of modeling?
box modeling, sub-d modeling

>Is making normal maps by hand a thing,
Sure - I assume you mean making normal maps in a regular 2D image editor

Of course you can also make normal maps "by hand" by painting depth directly onto a model into a normal/height map (not geometry) in something like Substance Painter or 3D-Coat. This way you can add per-pixel normal detail to an already baked map.

For creating and editing normal maps in an image editor, there are different approaches. The typical idea is that you use a height map in greyscale (implicitly or explicity) and use an algorithm to convert it to a normal map. This can have some advantages over 3D workflow since you have access to all the tools of the editor.
For Photoshop there is Quixel nDo which basically works by painting height that is directly converted into normals. So you basically paint or draw a bunch of shapes and it will "indent" or extrude in the normal map, you can even set the profile curve etc.

Krita can now do a lot of that - there is a height-to-normal filter based on Sobel operator that you can add as a filter layer, then just draw into the height map and you see your normals immediately
Krita also has a tangent normal blend mode for blending multiple normal maps based on https://blog.selfshadow.com/publications/blending-in-detail/ which is better than what Photoshop and Quixel offer in this regard, plus a Normalize filter that normalizes normal maps in 3D space
Krita has a brush engine that can paint tangent normals based on the tilt of your tablet pen, so you can paint surface direction with your pen direction.
People also paint normal maps by color picking from a palette like pic related (faceted or smooth) - painting curved surfaces with normals is very difficult of course, that's why there is the height map approach

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has anyone mastered boobedy physics? why not, shouldn't science know it already?
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>>642014
You´re right, my mistake.
>>
>>641994
all of them are renders
>>
>>639529
modz well be by in December
this is the desert after all
>>
>>640098
calm your tits ver 2.3
>>
>>638985
calm down is just a girl (male)

Anyone do stained glass? I'm about to try to recreate pic related as my first 3D piece.

Lookin' for tips if anyone has done a big 3D before.
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>>
Easy as fuck.
Model it low poly and use blenders wireframe modifier, slap an emission texture and bam
>>
>>641520
Again, you can create a fractal map from picture in black and white in Photoshop and use it as displacement map. Use your creativity man
>>
>>641526
What do you mean by that? You want it have have gravity and move around?
>>
>>641520
model it low poly
use bevel on all edges
extract the beveled geo and clean it up
add thickness to all

now you have two parts, lead and glass.

done
>>
if you want to make an actual real life stained glass piece, then use pepakura for the pattern and make sure your pieces are all convex since it's hard to cut concave pieces out of glass.
if you're just modelling a mesh, the problem is trivial and you should just learn your tool.

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The 3ds max channel has a playlist on rigging a game character but it was made in 2012. Is it still relevant today or are there better methods out there?

https://youtu.be/1UddE6eEvUg
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>>
>>641858
>3ds max
Might as well just go with blender at that point.
>>
>>641965
No, Houdini is shit.
Bone-based is retarded.
Seriously, why the fuck is every software out there that is not Maya using bone-based rigging? It's not clever, it's not better, it's just fucking stupid.
Joint-based or nothing.
>>
>>642041
Silence, pisshead
>>
>>642041
It's really, truly, seriously not a big deal. Rigging in Houdini is 100% OK. Yes Maya is a better, but if you rank all software's rigging capabilities, Houdini is far closer to Maya than it is to trash tier Max/Blender.
>>
>>642041
Joint-based rigging you say? Looks like i've got some googling to do.

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How to sculpt belly properly? Im fucking done, have every reference i need, can't make it right anyway.
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>>641856
>>641837
Thank you guys, still suck btw. Abdominals muscle was harder to sculpt than i expect, proportions were fucked. Change it a bit. Maybe next day make it right.
>>
>>641859
I think your pelvis is too long.
>>
>>641859
Make her thiccer
>>
>>641827
I think the chest and ribcage side is a bigger problem
>>
>>642039
Too thin

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I'm making a game. It's going to be a huge hit and earn me billions. Obviously.

I need assets though. Where can i find free assets that come with animations?
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>>
>>641690
Surely 1st person is easier right?
>>
>>641553
Isn't the indie game market like totally over-saturated?
>>
>>641973
By pieces of shit like OP? Yes. Yes it is.
>>
>>641973
if you make a shitty 2d pixel platformer game, or an over saturated genres, yes.
if you actually have experience and make a quality product you can make a decent living even without selling millions of copies
(https://www.youtube.com/watch?v=JmwbYl6f11c)
>>
If you make a game with premade models and animation, the most money your gonna get is about $2

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feedback?
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>>
>>641956
30 hours
>>
>>641956
30 tutorials
>>
>>641956
30 donuts
>>
>>641956

30 penises
>>
>>641967
>>641970
>>641971
>>641984
>>641986
>>641987
>>641995
>>641996
30 thanks anons

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I keep procrastinating my work because I know I'm not good enough and won't make that face as good as I imagine it.

How do I deal with this because in all honesty I want to do it, but not to fail or even worse after spending hours not see that it doesn't look that good
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>>640524
Talent is nothing compared with discipline, consistency, and small steps every day.
>>
GIVE
ME
MOTIVATIONS
>>
>>640524
Oh, you thing you wouldn't procrastinate if you were good? Lol
>>
I miss the days when i dont procrastinate
>>
>>640524
you have to keep doing it. Its like being a pilot. Do you have 6,000 hours in the cockpit? Not yet. Someday you will, and you'll be good. Then your noob co pilot makes a mistake like pulling back on his stick while im trying to figure out why we are stalling as we and 200 passengers crash into the ocean




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