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Anyone into 3d printing have a suggestion for which to get?

I'm looking for something 250mm to 250mm min space around the 500 to 1000$ range. I do modeling but this would be my first printer.
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Theres lots of nude bodys STL on grabcad
The Creality CR-10 shown in your picture is actually great for the money. With the right tuning and troubleshooting, the print quality will rival that of low-end SLA machines. I suggest if you have any technical knowledge or hands-on skill with working on electronics to change the heating element for the bed. The original takes a while to heat and doesn't really get hot enough to properly print ABS.
>I suggest if you have any technical knowledge or hands-on skill with working on electronics to change the heating element for the bed

Yea I dont, any resources. That sounds frustrating. And I dont build computers
Btw when I mean resources i mean information. Actual document links
If you have enough money to throw blindly, the Prusa i3 Mk3 is your best bet. If you like tinkering, buying the Creality CR-10 and upgrading as you go can save a few dollars and last quite a while. Creality may be a Chinese manufacturer, but they're not some Wanhao company that OEMs their shit to hell and back, and they don't have any official derivatives.

As a Wanhao clone owner, save yourself the headache and get just about anything else.

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hey guys, anybody have any experience with this app?
im having trouble with topology error message that pops up, seems like the bad topology is hidden, missing or non existent, ive run fix topology in maya, fixed some stray polys, holes, non manifold stuff but i just can seem to shake off that topology error message, i need help guys im going crazy here

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Why are your thoughts on it?
A fucking piece of crap in every aspect except graphics. The workflow is still painful, no integrated UI editor, the animation part is a nightmare, and hard as hell to program with.
what >>650347 said, but once I had my perspective on it all, it got easy. But this saying can be applied to everything I guess

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Red pill me on NDO.
I bought it years ago but never touched it.
(standalone, no the suite)

Is it still relevant at all?
If you want it to be

new thread. none shitposting edition
post question/wip's/finished works.

last thread >>641868
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Anyone have a clue what modifier creates a "bounding box" around an object for the purposes of scaling? You can somehow add loop cuts to the bounding box (cube shape) to allow scaling along those various loops. Think of a 3D bounding box in Photoshop, and how you're able to manipulate the entire image selection by utilizing the corners.

I've seen it done with Suzanne head, but can't google this for the life of me.
You do know Anime is a French word, right? Anime was made by the French, the Japs just popularized it.
top lel
the only thing I use 2.8 for currently is that marui blender VR addon which works great for material mode viewing

if they ever figure out a way to get eevee to run at 60fps in VR it'll be the best thing ever

Hey /3/.
I've builded a new computer so I can start with Modeling and sculpting.
I want to focus on character modeling and sculpting and I wanted to ask you guys about any recommended courses on characters, it can be books too.
Doesn't matter if it's lowpoly characters, high poly characters... I just want to start watching/reading some courses and start modeling/sculpting.
BTW I have an account on cgpeers, so if guys knows any course I can get there, would be nice.
For some reason, I want to have that model.

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Give me some good crit lads
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I prefer the gingerbread version but nice concept for a twisted christmas gorefiend.
He's a dumb mouth breather. Yeah I'll keep all future stuff in the right threads. Yeah rewinds still a thing and if you wanna help out/ make the mag charger feel free to join the discord server.
All that old school low-poly tittie and you chose to tribute a undead deer?
Can't wait for this game, fuck
Make the big titty rabbit already, you'll generate a lot more interest

Hello all. I am wondering if anyone has any character models of Scary Monsters from Jojo's Bizarre Adventure: Eyes of Heaven. I don't own the game or have a PS4 because I'm a broke nigga.

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How do I sculpt boobees
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start with a sphere, connect to chest, add nipples
connect trough join or boolean? not op btw
You start with a barren field, then you make a 6 edged circle in there with the knife tool. The more edges the more detailed and the more work it will be.
Now you extrude the 6 edges and scale them down, you repeat the extruding and scaling down until you got a boob. Of course gravity is a thing so you also gotta move loops you extruded a bit downwards

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SFM (Source Filmmaker) community is still strong after all these last 6 years thanks to a lots of free 3d models. And they are still using the HL2 engine from 2003.
Why Blender/Maya/etc just cant do the same ?
95% of 3d models of those programs is blocked by jewpaywalls or just a private models.
SFM only have like 5% of those private models and jewpaywalls, and they all shits.
>inb4 yadda yadda make your own models, its for your future job as a wageslave animator & modeler etc etc.
And this is why SFM is superior over Blender/Maya/etc

Im talking about the porn community obviously
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What the fuck are you talking about
Talking about us. The people who bitch and whine on a regular basis about 3D and each other.

Do we suck as a result?

>Also, what if my favorite program is Maya? Does that still suck?
repeating the question.
How hard is it to learn and why the fuck does it use the most fucked up node system, i swear people who mske these programs make it retarded on purpose
>Also, what if my favorite program is Maya? Does that still suck?
Yes, unless you know your way around C++ and can write your own stuff. 90% of vanilla maya tooling save from animation and rare gems is straight up bullshit.

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How hard is it to make simple low poly models like those in pic related? And then texture and rig them?

I'm a skilled 2d artist and gamedev, looking to make the jump into 3d development. Like a typical autist though I don't want to depend on anyone else, and thus want to make my own models, textures and animations. I have basic knowledge of blender, and I know how to animate models in unity (however they have to be rigged of course)

How hard to learn is this? Is it a worthwhile endeavour? Can you link me to any material, ideally also covering the exporting, saving and importing into unity process?

>pic related

I want to make a game that plays kinda like pokemon but with sexy monster girls. Probably been done a million times, I don't care so much. I love creating stuff and I want to make my own.
>How hard is it to make simple low poly models like those in pic related?
It really all depends on how well you know your anatomy. Do you want to go for realistic anatomy or the stylized anatomy in your post pic? If you're going for stylized, you're going to have to figure out how to translate your 2D style (or which ever style you're aiming for) into 3D. Generally speaking, this is easier said than done. If, however, you're going for realistic proportions, there are boat loads of three-view orthographic projections of the human figure in all its shapes and sizes, which makes modelling it with low poly a breeze.

If you're going as low poly as pic related, you can probably forego sculpting entirely and just box model them.

>And then texture and rig them?
Depends on the resolution of the texture, and your ability to UV unwrap. Rigging low poly stuff is generally not terribly difficult.

>How hard to learn is this?
If your knowledge of anatomy is good, that's 1/4 to 1/3 of the battle. The rest is just as hard, generally speaking.

>Is it a worthwhile endeavour?
That all depends on how you feel about 3D after doing it for a month or two. In my opinion, yes, though sexy monster girls aren't quite my thing. Start with Blender. It's free. Even if you hate 3D you'll have absolutely nothing invested in it monetarily. If you love it, you can always "upgrade" if you want. Don't let people try to tell you which software is best. It all depends on what you're looking for in the software.

>I want to make a game that plays kinda like pokemon but with sexy monster girls.

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>How hard to learn is this?
Not at all. Something that basic's pretty easy to learn. Give it a month and you'll be proficient at it. Look up some basic character tutorials on Youtube if you need some guidance in rigging and all that.
>Is it a worthwhile endeavour?
I can't tell you that. Is this for yourself? Pull it off, and the personal satisfaction will be worthwhile. Are you planning on jumpstarting your Patreon scams? Do it good, you'll stand to earn quite a bit.
Can't help you with the Unity stuff though, don't work with that.
Also, unironic protip: just sculpt your characters. Retopologise them after the fact to make them look low-poly. One of the biggest issues with this whole low-poly meme nowadays is that people can't manage shape and topology at the same time, so the topology always looks like fuckin' ass. Seriously, it's gonna save you a ton of trouble in getting your topology looking right.
Checked those sweet quads. Imagine the day /3/ hits a million posts. Wonder if that'll ever come.

Anyway, same anon as >>650001 here, just giving my thoughts on that other anon's post.
Yes, definitely have a good grasp on anatomy if you're going to make some good ol' monmusu. Though, since you said you're a 2D artist, you shouldn't have too much trouble with that.
Missed that out in my post. That's going to be a pain in the ass to work out, depending on what kind of limitations you set for yourself. UV unwrapping is hell itself, especially if you're trying to go for that pixel art look. Once you get past that though, it should be pretty smooth sailing onward.
Projection paint your textures too. I wouldn't necessarily recommend Blender for texturing work, but for simple handpainted styles it works really well.

I don't think the 2D prototype is really necessary, maybe as a proof of concept. You should be able to jump into making the 3D version without much issues.
if youre actually skilled in 2d you should have no problem making low poly 3d. With those skills you can see whats wrong with your own model, and you can't fix the model unless you have the artistic eye to supervise yourself.
>go to models-resource
>search pokemon game
>download a few models of game
>Study their models
There you go.

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I will pay you american monies to rig this model for VRchat.
maybe you're not looking hard enough
surely someone has done this before
How many american monies?
I was walking around motherbase picking an mgs avatar like 3 days ago, tho I'm not sure I saw any mgs models, hmm.

Picked a pmc btw.
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you fuckin serious?

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I'm trying to bake ambient occlusion and normal maps from a high poly mesh to a more reasonably detailed one. Got the images set up in nodes, they are unconnected, the lower res mesh is set to not render, I cleaned up the highpoly mesh as much as I could and YET STILL I get artifacts and errors when baking and for the life of me I have no idea what to do. Help, I am losing my mind :(

Anyone got ideas?

Here is the AO error: https://i.imgur.com/7PcBk3U.png and here is the messed up normal: https://i.imgur.com/K1X2zqc.png
enable selected to active and select FIRST your highpoly and SECOND your lowpoly. then bring up the ray distance to 0.02

if its not working go to xnormal, and input the same ray distance settings there
I'll be damned, the distance setting did the trick


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I got a job to uv map and texture some hair, i agreed to do it since i need the money but i'm not sure of how to go about uv mapping something like this. i got two weeks to figure it out, anyone have any tips of tutorial suggestions i can check out?
Wow uhh, well if you have Z brush you can look if it can create UV maps automatically? If not then maybe try spherical mapping on the whole object? If that doesn't work the last resort would be to planar map each strand individually... might take an hour or two, but that would surely work at least.
You been had, anon.
Guy either stole the mesh from somewhere and want to remap it so no one finds out, or didn´t pay the original artist who made the mesh and threw it on your lap - assuming you´re not trolling.
When creating those damn bangs, i myself use spline lofts with mapping - meaning, i already have UVW turned on.
You could open it in Zbrush, do a quick UVMaster and paint it right there and them, that would take a few minutes, but if your 'boss' want something dumb or specific (every bang needs to fit a specific 256x256 textre map or something) then God is angry at you and you´ll have to make three copies of the whole mesh: the original, a 'cut' version where the front sides are separated (but not moved) and a copy of this one all stretched out by hand to fit the given specifications, vertex by vertex. After applying a flat uvw to the stretched version, add a morph deformer and morph it to the cut shaped version and voilá. This is how i mapped my old models years ago - i stopped doing it when i learned Zbrush.
In blendy blend. You're able to bake Hair particles to textures. I recommend just coming up with some generalized hair textures that you can sort of map over each hair strand.

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let's say i've come up with the fornite dance meme to end all fornite dance memes but i have no idea how to do 3d animation, what the fuck do i do? do i just learn miku miku in a week and shit it out as fast as possible?
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Learn to read and speak moon
There is a lunar language? Extraordinary!
> i only need the idea so the execution doesn't really matter
pls don't be this new
is it the Ricardo TikTok bomb?

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