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File: blender-3d-software.jpg (290 KB, 1024x768)
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>the weld modifier of this piece of shit software doesn't even work at all leaving two vertices on top of eachother everywhere
monkey software

where else can I clean up fusion360 meshes? preferably in a non freetard software that works
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>>
>Press A
>Press M
>Merge by distance
Are you retarded?
>>
>>1022015
This
Remember to increase the merge distance in very small increments and monitor the amount of vertices removed in order to not fuck up something bad!
>>
>>1022015
These are our peers now man. Why do you think nanite exists for dogshit engine 5
>>
>>1022596
>dogshit engine 5
Written by a dogshit user who can't optimize anything himself ¯\_(ツ)_/¯
>>
dogshit engine 5

hello frends, i've just started using blender, am i doing good?
>>
you AI generated a video of someone using blender? why
>>
>>1019538
So I can post about Maya
>>
Can we kill all AIniggers for once and for all?

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Post and discuss project ideas, WIPs, etc. If you want to upload a file, use a cat/litterbox file or an upload on a reputable 3d model sharing site such as Sketchfab. Don't post anything blasphemous and have fun.

FEATURED: https://www.renderhub.com/jofox/jesus
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>>1018028
>Exodus 20:4-5: "You shall not make for yourself an image in the form of ANYTHING in heaven above or on the earth beneath or in the waters below. You shall not bow down to them or worship them; for I, the Lord your God, am a jealous God..."
>Leviticus 26:1: "You shall not make idols for yourselves or erect an image or pillar, and you shall not set up a figured stone in your land, to bow down to it, for I am the Lord your God."
>Deuteronomy 4:15-16: "Therefore watch yourselves very carefully. Since you saw no form on the day that the Lord spoke to you at Horeb out of the midst of the fire, beware lest you act corruptly by making a carved image for yourselves, in the form of any figure..."
Reject /3/D and do more bible study.
3D modeling is the devil, and yet, you persist despite these warnings.
>>
>>1019521
I know this is bait, but I think it's worth responding anyway to help other defeat this misrepresentation. The intention of these verses is obviously to stop the creation of images of idols; things that were meant to be objects of worship. There are obviously images and carvings which are totally appropriate and commanded of God to produce:
>Ex 25:18 And you shall make two cherubim of gold; of hammered work shall you make them, on the two ends of the mercy seat.
>Ex 26:1 “Moreover, you shall make the tabernacle with ten curtains of fine twined linen and blue and purple and scarlet yarns; you shall make them with cherubim skillfully worked into them.
>Ex 28:33 On its hem you shall make pomegranates of blue and purple and scarlet yarns, around its hem, with bells of gold between them,
>Num 21:8-9 And the Lord said to Moses, “Make a fiery serpent and set it on a pole, and everyone who is bitten, when he sees it, shall live.” So Moses made a bronze[a] serpent and set it on a pole. And if a serpent bit anyone, he would look at the bronze serpent and live.
>1 Kings 6:23 In the inner sanctuary he made two cherubim of olivewood[...]
>1 Kings 6:29 Around all the walls of the house he carved engraved figures of cherubim and palm trees and open flowers
>>
Bump.
>>
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Anything made in 3Dcoat is automatically christian since the creator's insist you don't make anything that doesn't follow God's law in it and surely everyone abides by this request.

https://pilgway.com/page/our_voice
>>
>>1022477
based, shitskins should be gatekept and deterred from 3d since they have no creativity and ruin everything. it's a white christian mans hobby and job.

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how the fuck does a studio of 30 people total (including programmers, managers) create such a massive game with unique environments and character models?

I struggle to create any environment in less than a month that is going to be rendered in a still frame. what kind of magic do these people do?
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>>1021300
No, they really just brought stuff from UE store: youtube.com/watch?v=mEYKF1fCL24

They never used Blender.
>>
>>1021302
Denial is the first step to acceptance, you'll understand the power of blender like you should, eventually
>>
>>1021302
You should tell the lead artist cause he lists blender as used in making the character models on artstation
>>
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>>1011815
>I struggle to create any environment in less than a month that is going to be rendered in a still frame
Weak faggot. Takes like an hour tops for me. Granted, my style's on the simpler side, but as long as it looks good I don't care.
>>
>>1022432
What's that supposed to be? a red goatse?

Previous thread : >>1011544

Discuss and post anime styles in 3d. From figures to celshaded models, etc.
Recommend Youtube Channel :
https://www.youtube.com/@user-sy9do4tr4h
https://www.youtube.com/@yuucg5187
https://www.youtube.com/@mmcganimetic
https://www.youtube.com/@fusako3d
https://www.youtube.com/@user-pp2os6zr2d
https://www.youtube.com/@ShionMgr
https://www.youtube.com/@kurukuma
https://www.youtube.com/@menglow2122
https://www.youtube.com/@2amgoodnight
https://www.youtube.com/watch?v=4LhvcINgNxU


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this is so frustrating, i don't know whether i'm doing it right nor not since there is barely any ucupaint tutorial
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>>1020534
i kept working on this, converted it into VRM and then played around with animations in warudo. This was just a learning exercise but i'm super happy because I think it turned out very cute. I appreciate all of the feedback anons there was some super helpful advice
>>
>>1023598
well, that's something, just gotta improve the hair and shoes and it'll be decent
>>
>>1023698
if you're not happy with the tool then switch to substance. There's a lot more tutorials out there for it. But if you're not happy with your painting then you won't get a good result no matter what tool you're using
>>
>>1023759
yeah i'm not happy with the tool i guess, time to try substance

How can I create this model as fast as possible as a beginner? Which software would be ideal? I have Blender, would it be enough? Are there any free textures on a resource site?
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>>1021801
Fastest possible way is to take an expensive course where you hand a hands-on mentor. Except I'm pretty sure the next thing you'd say is you don't want to pay anything, in which case you just don't have access to the fastest method
>>
>>1021864
I dont have enough money
>>
>>1021884
Then that answers your original question about which software to use, too
>>
just copy it with image planes like this and project the texture onto the model from production artwork. It'd look perfect.
>>
>>1021929
kek worked. thx

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Previous: >>1011117
Daz youtuber's and general guides:
https://www.daz3d.com/help/help-daz-3d-video-tutorials
Wpguru, Parmy, Travis Davids (Marvelous designer), Thundornd, CgBytes, Kelvin Jin
(Pruned some long inactive suggestions from past OP)

Bridges: https://www.daz3d.com/daz-bridges
Suggested Blender Bridge: http://diffeomorphic.blogspot.com/ (GOATED)
Use this if you are an AMD or Intel pleb.

News: Daz 2025 -ALPHA- has been released.
https://www.daz3d.com/blog/daz-studio-2025-alpha-release
Support for Filament has been added to MacOS version as well as filatoon.

Some anon created a cool character morph. Meet Quinn! https://mega(.)nz/file/rmZQWLKZ#lh4aluWj6drjfPLkW7FVAUVDaOZZqJfqjoAvsREDo7U

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>>1023794
Daz3D is ancient boomer tech. I would consider AI if I were you
>>
>>1023796
my pc is shit for AI and isn't AI 3d models still not good? and i mainly want the sculpt i will make the armor myself
>>
>>1023796
>AI
good morning sir
>>
>>1023798
Morning
>>
>>1023800
did you do the needful?

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Does anyone have a clue on how HAL/Sakurai renders his characters?
Smash Bros/Kirby characters have a really nice style and lightning, blending realistic materials for clothing/tools with cartoony body textures.
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>>
You make all the materials have a 50% luminocity
>>
>ask stupid question
>don't even post your attempted work
>>
>>1022016
>HAL/Sakurai
Do you mean Bandai Namco Studio S? HAL hasn't directly work with Sakurai since the Gamecube.

and no, Air Riders doesn't count either, it was another Sakurai/Bamco joint game but HAL and Nintendo commissioned it instead of directly working on it.
>>
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Anyways, they use the same rendering method they used for Ultimate which bunks down to:
>dynamic posture
>lots of rendering detail, very very attentive, imagine Sakurai mailing you back a 5000 things that needs to changed on the model
>a mix of vibrance and drab in a way to call back to Melee/Brawl realism and 4's color pop

If you're looking to replicate that, i suggest lookjng for some tut on GameBanana that will give you some sort of template to make custom renders that makes it close to office Smash Ultimate renders or download some really good mods like the guy who made that Classic Link mod.
Alternatively, you can look up FartsyOmni's timelapse on Crono in Ultimate and their take on Steve in Smash
https://youtu.be/51Rbam9oJJY?si=JBqmEayavx_fAxlf
https://youtu.be/eRReHA7jWtY?si=mNRfoLZPbZD0tSBS
>>
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>>1022219
Gonna try that.

>>1022220
I don't know why would you consider it a stupid question, considering Sakurai manages to make many 3D models of other Nintendo IPs look beautiful while mantaining his signature style. I'm trying to have a good mix between realistic materials and stylized proportions, which is why I use his works as a point of reference. Anyways, here you go.

>>1022303
Oh yeah, forgot that Bamco took over from HAL, but you know what I mean. Sakurai has a very distinct style when making characters.

>>1022305
Thanks for the video, though! It's very good. Sadly this seems to only delve into making renders and not making a game ready asset (I haven't done retopo for this, I just want to nail the look first). Still, some things were really helpful. Specially the hair particle settings.

Thanks!

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The program that solved the modeling problem for good and got assassinated by Autodesk as a result.
1. Same interface for decades, already has 99% of tools you need, with an intuitive UI that any non-tech person can easily master.
2. Autodesk bought it, added extremely well Maya keybinds and yet nobody bothered to check the box.
3. When everything else failed, they just pulled the plug.
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>>
>>1019049
It somehow detects the time.
>>
>>1018354
>and then export it to Maya for render phase.
somebody on github is maintaining a not-totally-outdated Arnold render plugin, for whatever that's worth
>>
>>1018336
this is really just an organization problem
somebody needs to figure out how to properly organize the community in a way to build a groundswell of support to just buy the source from Autodesk
it's a public company so I bet you could lowball them pretty good, they're greedy fucks and just want money yesterday, vs. in the future
>>
>>1018339
why do you have to be so mean
>>
any patrician artists who are still using softimage?

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home...
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>>1017727
i love the aesthetics. kinda like dreamcore.
>>
>>1020255
Hummingbird.
>>
when the fuck did this get updated to have a building feature?
>>
Crazy that lolige are going "mainstream" after being posted to ATF (then tiktok). First DoL, then hummingbird. What's next?
>>
>>1022283
most of the games on atf are pretty shit and amateurish desu. dare i say even cris' work looks better.

but this game however, stands out for being artistically and aesthetically great for a solo dev as far as /3/ is concerned, even tho it is technically unfinished.

cant show much of the game here tho. the op is a subtle bait.

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Alright started my very first lowpoly character trying to use techniques here
>>1017490

How fucked is it?
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>>
Id make games with you dude I cant do this shit but I can do shaders and PPs
>>
>>1018465
>using a hot sexy chick for the cover of a 3d modeling book
kickass
>>
>>1018503
badum ts
>>
>>1020807
I have that book, (the first edition) you learn to 3d model a sexy chick, I miss those days
>>
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>>1018465
>>1018467
super based, I have a legit copy of 3ds max 8 i still use sometimes, although 2023 is okay
can't fucking stand troonder such a unintuitive pos

>>1020807
>>1021232
same, also such soul in the book's aesthetic

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Uhh, Maya bros...? Why is THE Lucas Pope recommending to pick Blender over Maya?
2 replies omitted. Click here to view.
>>
>>1021202
As the comment you didn't include in your screenshot says, his Maya nitpicks are well documented in the Obra Dinn devlog, so you could just read that
>>
>>1021203
He knows to trick newbs into spinning their wheels on blender so they never become competition
>>
>>1021338
Don't think that's a concern in the age of AI
>>
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>>1021202
Because Maya ain't for pussies who will quit after using it once, and Blender's UI is more friendly.

Then you got Zbrush as the UI's final boss, that shit even customized gives me fucking nightmares.
>>
the thing is, why would you use something that could be EOL'ed tomorrow?
Autodesk is a public company and all they give a fuck about is raw profit
if the shareholders say 'jump' they will do whatever, including destroying or selling off a program which isn't making money hand over fist

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Im working on developing some games in my spare time and I’d really like to target the fidelity of ps2-ps3 style games, mostly for stylistic purposes (but also because I’m solo and don’t have the time and resources to make too many high poly things)

Specifically, I’m really interested in how characters like pic related were modeled and textured to look semi-realistic and expressive (especially textures because I’m still terrible with them)

Feel free to post low-poly or just your favorite models/textures from the games of the good old era of games
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>>
>>1019793
It's illegal, chud. You are ripping copyrighted material which has not been distributed for public use.
>>
Not texture/model related but the animation for this game is smooth as silk and apparently done by hand. As a solodev I also have an interest in animation without the expensive gear/suits
https://www.youtube.com/watch?v=PC6gS5j4__0
>>1017994
This thread is always the first thing I search for when I drop by this board. I'm glad it's been around for more than a year (wew)
>>
>>1010722
there is no style with ps3, its just PBR
>>
>>998206
https://www.youtube.com/@ZugZugArt/videos
>>
>>1010722
its not nostalgia it's not having a team of 3d modelers to make shit

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How do you come up with a really awesome 3d artstyle like this?
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>>1021726
>>>/co/151217573
So some rando manages a full character and animation faster than most of /3/. Of course I recognize that cursor, it's the power of Blender
>>
>>1021752
/3/ is full of shitskins from the third world decaying their brain with blender who can't even model a turd
>>
>>1021829
metric to trigger the us racist
>>
>>1021905
You're Indian, modelling that probably made you hungry.
>>
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Awhile ago I started a project with the hopes of it being open and accessible enough to anons on /3/ to participate in.
Just a fun casual project anons could jump in, do as much as they wanted, and hop out. Much more if they were interested. Alas, participation was null. I pivoted to a different project which got pretty advanced but I'm taking a break from.

What is this?
This is The Dark Crucible which is a homage to the Gauntlet Legends/Dark Legacy games. The point of this game style is that the mechanics are very simple, and once they're all hashed out the project become 100% art focused. Much more intune with this board than with the gamedev general on /v/.
At this point now I'm not sure I want to share this project anymore, but who knows.

previous threads with more details
https://warosu.org/3/thread/988930
https://warosu.org/3/thread/993391
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>>
>>1021733
No. Idealy I want them to make use of modern rendering advancements.
That beign said I want total accessibility. So I'm also not saying "no" that kind of style. I'm also using the built in render pipeline for unity which is not very advanced and doesnt have much options beyond secularity and normal maps. The camera is always going to be pretty far away from the characters and items. The things need to look good while occupying like 1/5 of the screen space. But also the original gauntlet took it too far and the awesome character designs on the box art were not faithfully represented in game. I want a happy medium between the two.
If only though, the mob monsters need to be optimized because there could be hundreds of them on screen at once. Players, items, bosses will have more freedom.
>>
>>1021723
how do you feel about the mask of achilles?
>>
>>1021859
That sounds 100x more appropriate seeing as achillese was supposed to be invincible.
>>
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IDk why I didnt bundle the foot into the body. I dont really want them to explode separately.
Here's the abomination. He's enveloped, but I havent painted weights yet
>>
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Gauntlet had 2 types of bosses. One type roamed around on the same playing field as you. They had a lot of abilities for chasing down players or creating distance. The other type sat in a central location and had an assortment of attacks they did based on where the players were.
The other unique thing about the gauntlet bosses was their weakness item. You would sometimes get a special cutscene at the start of a level, and it would show you something like a genie's lamp or a glowing bible. You could find those items in that level and if you brought the right item to the right boss it would disable attacks, or deal a bunch of early damage, etc.

The abomination is the roaming type. He has 2 melee attacks programmed but he refused to do the second one. the big hand smash has a particle effect, and his attacks actually deal damage.


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