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File: 1538954349395.jpg (75 KB, 600x338)
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I dun goofed and have only a 750ti and absolutely no job/ neet status so no new hardware or raytracing for me. I have to do realtime.

How do I do the swing and hit FX like in Soul Calibur 5 and 6? I assume it has something to do with an animated texture on a plane....but...how exactly?
3 replies omitted. Click here to view.
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>>648392
lol im using a 720 non x waiting for my 750ti to arrive am so hyped 1050 was only 15$ more but i would need a new psu
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>>648416
i dont think it matters, i can play current games in 720p on the 750ti and it works fine, 60fps for example street fighter V. I just cant raytrace worth a damn
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>>648387
I've been wondering the same thing. SC has such nice weapon trails
>>
https://www.youtube.com/watch?v=c8hijUge7IY
https://www.youtube.com/watch?v=AfFl7nZ_MIE
https://www.youtube.com/watch?v=IpjRx4mfjV8

The problem isn't your GPU, it's you. It took less than 30 seconds to find these videos. There is absolutely no reason you couldn't have done this yourself. A thread died for your laziness.
>>
>>649746
Nice links

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how does /3/ feel about houdini's tissue system?
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>>649641
I just wanna use houdini because compared to maya it seems to have more robust documentation regarding its tissue system, and it lets you simulate connective tissue/fat pretty easily by just attaching the corresponding meshes as a node input. this is my current setup that i wanna use:

1)zbrush model
2)substance paint texture
3)houdini rig
4)unreal realtime raytracing

thoughts?
>>
It's cool, but it's slower than other systems. However it works great with everything else in Houdini, which is not something you can say for those other faster systems which are plugins and are not guaranteed to play nicely with everything else.
>>
>>649645
It's called the pareto principle, Mr. "Firmly stuck on the Mt. Stupid end of the D-K curve"
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>>649621
like everything houdini it's perfection
>>
>>649641
>I bet there's a Blender add-on that does
Doubt it. When other tools do something well, people simply use that instead. Hardly anyone does their sculpting in Blender for that reason.

>>649720
He didn't do anything wrong. Most people call it the 80/20 rule, and what's so bad about such an ergonomic phrasing, Mr or Mrs "I reference the Dunning-FreddyKreuger effect because I have a small penis, and I work at McDonalds, and at home suck my thumb while I watch reruns of Baywatch"? Don't be like that, and we could watch it together.

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so i was practicing low poly modelling and i am really proud of it so far, it is the first time i did a whole body with material and hair

additionally the short time i have been lurking on /3/ i gotta say this is now my most favourite board. its much more shitposty and mature than i expected
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dont think anybody still checks the thread
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>>649107
Post stuff like this on the WIP
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>>649272
okay anon
>>
Really nice, love the art style.
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>>649264
No one cares about "Me! Me!" threads.

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I am working on a video game, and I plan to go to a shopping center and look for about 20 people to snap a picture of, after they sign a kind of model release form stating how their face will be used on a 3d model, and give them my contact information to let them keep up with the progress along the way. In Texas, would I be in the legal right to sell my game using their faces with their written consent, or would they be able to sue me for defamation or something? I'd hate to end up with unimaginable debt from something that I want to make money from. If I swap their eyes in photoshop, would that be a way around it? I can't make sense of the articles from http://www.dmlp.org/legal-guide/using-name-or-likeness-another since it seems like the model would be able to find some kind of loophole if I didn't mention the exact extent of what animations they would do and how people would use the characters while playing them. I'm sure someone on this forum has went through this before.
>>
>>649634
Why not do the same but with your family or friend? I mean if you are going to change their eyes and face features in the 3d software no one will really recognize them. That way you wont have to worry about legal issues at least
>>
What you need is a lawyer to draft up the release form, and make sure you're legally OK to do it.

Practically speaking though, you should just credit the images under pseudonyms and be done with it.

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Tried modeling in Zbrush with a wacom tablet and was not impressed. Is there something I am missing here?
5 replies omitted. Click here to view.
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>>649522
Heh, I'm using an old Bamboo with 1024 levels of pressure and even that it's way above what a mouse can do. I don't understand those who say "tablets are a meme".
>>
It's over rated, the presure sensitive curves etc are only really needed for detailing phase.
Anything below that it's a waste of time.
>>
>>649612
>t. kruger
>>
https://fstoppers.com/originals/fstoppers-reviews-parblo-a610s-cheap-alternative-entry-level-tablets-295342

alternative to huion and wacom
>>
If you can get a used Cintiq I recommend it. A standard Wacom is fine, but sculpting on the screen itself is better.

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About a year of learning. I suck at drawing so hard that i even can't do proper textures. This normal mapping is hard and i fuck it up every time. I made this model a few months age and i only make models without textures since then.
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>>649393
And here is my favorite one. I think that it's a preferable model but i fucked it up by texturing.
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>>649393
This is the mess i made with whis model. It's better for me not making textures at all?
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>>649506
>>649509
>>649510

These are good man. Keep going. Are they ready for textures? No. Are they hyper-realistic? No. But you gotta keep going! I believe in you OP. Practice every day and good luck!
>>
>>649510
It seems like you applied a wear mask over *every* curve. Not good, but can be fixed. Otherwise, it's in the right direction.

Also, don't trust only the viewport, the way it deals with seams and texture resolution can be deceiving. Always do a render every once in a while to check your progress.
>>
>>649375
And a /software baiting/ thread, too, to contain everything. Probably could have its own board, desudesu.

>>649363
What software are you using and which tutorials are you following?

>>649510
Honestly this is not as bad as you make it out to be. Pretty good.

>>649509
How did you make this one?

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Good or bad?
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Does anyone know when the next version with blend shapes is out?
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>>648842
Mid 2019 in version 2.
>>
I'd go for it if it had a Linux version, but since this is Japanese were lucky its not a playstation exclusive I guess.

If you can avoid single OS software, you never know what future will bring.
>>
>>648875
that is so far away, I guess I will need to look into making facial bones for the time being.

Any good tutorials that would translate to Akeytsu for that?
>>
>>649547
It's french lmao

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After 5 years in a company I am unemployed now. My job wasnt related to 3d but lately I picked it and have been learning - can do basic hard surface modeling and texturing. cant model characters or animate but I am planning to watch some tutorials on that. Advise me, kind anons, where should I search for jobs or tasks on my level? I dont need a big salary now, since I have some savings, just something as a start. I am even ready to work for free the first month or two just to get in the industry and get some experience. So where should I look for - freelance, full time, everything suits me.
>>
>>649479
freelance is hard to do with no profolio or contacts. your best bet is to get a job helping artists out with thinks that take a long time / are annoying to do, but with the idea of sticking to the field you are working in.
you might not have an idea now but it would be helpful if you would decided what it is you most like about 3D and what industry you want to walk in given the opportunity.
>>
well.. i think that realistically you need at least 3 years of none-stop grind to become somewhat decent at 3D (for the level for games and movies today).
if you are intrested in industrial design, i suggest you learn solidworks,cad etc. and maybe learn it formally
>>
>>649482
>freelance is hard to do with no profolio or contacts

yes, having contacts in any field helps a lot, no doubt. I guess I will have to stick to my boring job in a new company and start making a portfolio. Can you give me an example what a decent portfolio is for CGI? How many projects it should consist of etc.

I also thought of doing an account on some website like turbosquid and try to see if there is some interest in my models. Is this a good idea for a non professionalist like me?

>>649483
I was thinking of using my savings to take some 3d classes or courses and get some official paper at least. Im sure employers dont give a shit about a paper but look at your portfolio first, but I guess the experience and the contacts I might receive is going to be worth it. Would you recommend CGI courses in my situation? Online or real universities?
>>
>>649487
>I was thinking of using my savings to take some 3d classes or courses and get some official paper at least
Here is a genuine, honest answer as to what you should do:
1) Pirate the Gnomon DVD series for Maya (CGPeers, CGPersia, torrent sites, whatever)
2) Complete all the DVDs, they are pretty much identical to what is taught
3) If you manage to actually complete them all, you'll know you're dedicated enough and you'll have a portfolio at that point
4) Attend Gnomon or Full Sail or MAYBE Gobelins if you speak french

Anything other than Gnomon or Full Sail is a waste. If you "just want some classes" you can get the same quality from the DVDs; if you can't handle doing the DVDs you won't be able to handle doing an actual class or classes (unless the class is dogshit simple which, again, is a waste).
You go to Gnomon because they have a reputation as a top school, they have great artists there, and most of all they have connections.
Your entire "job" or "mission" while you're at Gnomon is not so much to get better at being an artist but rather to meet as many people as you can so you can get a job.
Also, for as important as skill or talent might be when it comes to a job, having a good reputation for being a human being people can tolerate is even more important (or to put it another way: if you're an asshole no one will want to hire you even if you're the best artist there ever was)
>>
>>649604
thanks dude, thats by far the best reply I have received on the internet, honestly. I even saved your 4 points on my desktop as a to do list. I have started doing Simply Maya tutorials for landscape and interriors but if Gnomon is really as good as you say I will try them and definitely attend there.

I always try to follow the tutorials but not copy-paste all clicks but just learn the techniques and add my tweak to the creation, my mindset just stops me from doing a portfolio out of what others already made a lesson out of.

https://torrentfreak.com/software-company-fines-pirates-after-monitoring-their-computers-181102/

They don't give up don't they.
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>>649532
Addon market
>>
>>649485
I don't use Blender, I just care about individuals more than corporations like The Foundry and Autodesk that literally go to war with their user base. Look if you don't make money you don't have anything to worry about, it's that simple.
>>
>>649489

Same here except for only a few years. I don't see how they could ever get my email to contact me. I'm behind 7 proxies anyways, so good luck to them! I also use glasswire just in case, I have caught some adobe stuff being sent despite firewall and blocked it
>>
>>648915
This. I still haven't paid for my copy of Blender
>>
>>649537
Every paid addon can be legally distributed for free.

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i am finished :D
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>>
Congratulations, I guess? Next time, post in the /wip/ thread.
>>
>>649503
but its no wip :( its a finished thing
>>
>>649511
>Completed projects should be posted in here as well.
No one likes a showoff, no one deserves their own thread.
>>
>>649512
i just did and i also earned a (you) this was a good day, but i get ya man
>>
>>649471
OwO

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what's a good tutorial, either as a book or video series, that covers making polymodels/rigs like this where they bend really cleanly even without blendshapes in maya? i can't find anything that actually shows how to make this work. it usually covers basic rigging techniques, which is fine, and that constraints exist, but implementing them for a wrist or muscle group seems impossible without morph targeting to the result. also there's no normal map for this either and i can't grasp how the muscle crests were modeled in. the artist said they used booleans but i still can't get it. is there anything in English that goes over similar methods? he used basic plains for the hands and feet from what i could read.
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>>649294
>>649295
That looks disgusting
>>
>>649294
>>649295
>anorexic torso
>thicc meaty ass and breast
>garbage topology
but hey at least he nailed the fake bolted on tits, so..
>>
>>649326
I'm pretty sure those are work in progress shots.
>>
>>649389
Thing is everything on his twitter looks like that from the early days to now. So I dont think its because of wip. I think its just his "style".
>>
>>649326
>>649330
>>649357

This kind of topology isn't problematic, it's a kind of technique that is used exclusively for subdivision modeling. The triangular faces are actually folds and humps. It looks like they could be combined back into quads, but they're no longer planar. Basically, this technique lets you create different sorts of sharp folds and detailing that would otherwise require a lot more subdivisions. It does give you a pretty neat look without using any normal or displacement maps at all.

It does have some drawbacks though, suckiest one imo you is can't select edge loops anymore. It's a bit of a pain to paint skin weights with this kind of topo, and you also lose the ability to share body mesh topology between characters if you are trying to set up a pipeline.

I couldn't fap to those results but they are pretty stylish.

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I'm making a Rec Room and I can design anything out of (a limited number of) basic shapes. I've been using basic shapes from kids books to do what I've done so far. Do you guys have any (animal, insect, plant) low poly models or reference images I can use? I have cylinder, pyramid, sphere, cube, a 3d free-form tube that I can use on a limited bases, and a similar 2d ribbon.
>>
I should say that all the design is done in-game and I have a limited amount of "ink" I can use.
>>
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I've been using some 2d models using basic shapes from kids books that I find on Google.
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>>649359
this is for roblox isn't it?
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>>649366
It's called Rec Room, it's a VR game in early access. I've never played Roblox.

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exluding the music, what does /3/ think about this video ?

https://youtu.be/UOxkGD8qRB4
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>>648708
Pretty damn good. Song ain't that bad either.
>>
>>648823
agree about the models probably because those are the same models they are gonna throw ingame and maybe they didn't want to make separate ones just for the vid
>>
>>648895
Those models are not even remotely going to be the ones used in game. Do you seriously think they can use the same models designed to hold up in tight close-ups in a pre-rendered cutscene as they use for real-time rendering only viewed at a distance?
>>
>>648708
Song isn't anything special, but the animation and 3d is pretty dope.
>>
NOICE

Hi /3/, how do I create this paint/ink splatter for a character I'm making? I want the character to be covered in ink, but I don't know how to create the splatter. Are there tutorials for Blender or Maya on how to create the ink similar to Splatoon? Thanks!!!
>>
I went looking for the wallpaper paste thread to help OP out, but it seems we have lost it, peeps.
>>
Fluid sims.
>>>/3/questions/ next time, please.

>>649350
https://archived.moe/3/thread/620405/
Found it. archived.moe seems to be the only reliable archive for /3/. None of the other archives seemingly want to archive this board (which makes sense, considering how slow it is).
https://archived.moe/3/thread/621757/
Found the vagene thread too. Ah, good times.




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