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I.T.T., we hide all threads we don't like and summarize what each of us want /3/ to personally be in a screencap as best as possible. Then we run through our train of thought as if we were the board's janitor/moderator. Being impartial is the most important aspect but it's okay to have a bit of bias since every system invariably has some of it (plus this is just so we can have a bit of fun).

I'll start:

Generals would be the lifeblood of the board and encouraged whenever possible, /vg/ style. Any thread that has an interesting topic and I personally think would promote a good amount of discussion would be allowed to stay. Software generals from big companies would be permanent staples of the board and unless a very large software revision comes out warranting a new thread, all discussion is encouraged to be kept to these specific generals.

Shill threads would immediately be pruned, these aren't good for the board's health. "Can you help me with X problem?" threads would also immediately be cut and the poster would be banned for a very small amount of time with a message directing him to the sticky and the current questions general thread. Same process for "I made this, thoughts/how do I improve this/I just made a donut" threads, this can be consolidated into the WiP general. Repeat offenders get larger bans.

If someone has a very distinct, professional portfolio or a very specific question, then exceptions can be made, but the board would be much tighter this way.
>>
good stuff senpai

All kinds of generals should stay, I agree. Challenge threads should have more prominence as well, helps give the board more personality as well as ramp up its speed.

Software bait threads should be demolished. Anons found having pointless arguments over software should receive bans of at least several days (since /3/ is slow as all fuck). Only valid arguments objectively weighing the pros and cons should be allowed.

I think problem/issue threads still have some place on this board, though. They can get easily buried and ignored in question threads sometimes. They have to be specific and not something you can easily google, of course, if not those go into the questions general.

WIPs should filter into WIP threads, that I agree too.

Oh well, these are all just dreams. Not like any 4chan staff cares about the slowest board on its website. /3/'s just a small gated community.
>>
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>>606971
at this moment, i hid this thread.
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>>606977
Yeah I'd be okay with some question threads about some things that aren't that easy to figure out, but question threads on this board have slipped out of control. People know /3/ has essentially no moderation, to the point where you could post child porn here and probably get away with it, so they have no qualms about starting a thread on how to make a hole circular or how to drag vertices down to define the edge of the sword they're modeling. Most of these threads end up having less than ten replies before they fall out the bottom of the board. I'm fairly sure if it was all condensed onto the questions thread, there would be more eyes on the questions and thus a higher answering ratio.
>>
fuck mods

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>horny
>downloads horny 3d models
>textures aren't right
>looks on forums
>finds out i need to add a bumpmap to each texture
>downloads texture editing software
>30 minutes of ctrl+c-ing in blank bumpmaps later
jesus christ i just want to wank
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>>
>>601425
>masutrabated
you're still in high school aren't you
>>
>>601482
The motive was "I want a good wank and fap material created in Daz is very conducive to that goal so make some"
>>
>>596435
Forget the textures just wank
>>
Just use your imagination to fill in the textures. Imagination is the most powerful tool you have. You could make it even easier by opening a blank sphere and imagining all the details.
>>
>>596675

Had at least two dozen morphs when I picked up Sarenity. It's the only one I've used for the last two years.

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c'mon, there's no way this is real right??

https://www.youtube.com/watch?v=z464Kkz_i8s&lc=z23lilyhblb2cjl4y04t1aokgr1xzak1shzb3fnpgjtmbk0h00410.1518735834189746

please someone tell if me that's unaltered video or not, and if possible, specifically why it is or isn't
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>>
>>606955
And you'd be right. That is pretty much infinite focus. It's much sharper and clearer compared to the video because this is a still, a photograph rather than a video.

>>606957
What do you mean "focus by distance"? Focusing is always by distance. You can't focus any other way. And honestly, I just can't see why you see the landing area under the rocket to be incongruent to the rest of the image. Its perspective to the rest of the shot is correct, its sharpness and clarity in contrast to the plane its on is correct, it responds to the light produced by the exhaust, it kicks off dust and dirt correctly when the rocket lands, etc. If it's possible, can you highlight the areas that look off to you?
>>
basically the borders of the body of the rocket stand out insanely to me. i can't see it any other way now. it's like when an optical illusion "snaps" into place and you can't change your perception anymore.
>>
>>606960
Ah, I see why now. There's a very distinct black line running up the sides of the rocket when its against the ocean, right? If that's the case, I understand why. The best thing I can offer for that is just camera artifacting. Can be caused by a lot of things, lens refraction, poor sensor, atmospheric haze, detail compression due to file settings/low resolution, et cetera. It definitely makes it harder to claim that it's real coming from a CGI perspective.

Here's the thing, though. If this were CGI, that artifacting would be deliberate, i.e. added in post. Compositing onto a background wouldn't leave those black lines unless it came from a black background, which is incredibly stupid to do on the artist's part. First off, you can produce renders with transparent backgrounds. Secondly, if you had to have a background for whatever reason, you would choose luminous green, as that colour is the easiest to eliminate. Now, if the goal was to create a convincing shot to pass to media, there wouldn't be such an egregrious error present, right?
>>
mmm...okay, i think i get it. will probably need to look up artifacting, as i thought that was a playback issue only and unaffected by the raw footage. thank you!
>>
>>606963
Could be playback as well, honestly. Compression is a bitch when it comes to preserving detail.

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how do u animate anime low poly hair?
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>>605514
You could use a lattice.
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>>605514
You don't.
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>>605514
>>
>>605514
quite nicely, thanks for asking!
>>
>>605514
Did you even make the hair in the first place? Show pics.

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Is making waifu fanart a good way to become internet famous and eventually landing a job?
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>>
>>606755
I make waifushit almost exclusively now and I've got around 60 followers and 140 likes. I uploaded my serious first attempt nine months ago.

It's pretty slow-going but I enjoy doing it, and every model gets me a few new followers and at least a couple dozen likes now. It feels pretty good I guess, but I worry sometimes that the people following me might get tired of seeing nothing but that stuff. You look at someone like YAN though and his least popular model thoroughly trashes the metrics of all my models combined. I think a big part of internet fame in this area comes down to skill and how well you can translate a 2D image into 3D.

As far as a job is concerned, I think you can definitely do it in a place like Japan, I mean Xenoblade 2 is absolutely jam packed with anime boob, a bunch of other companies like bamco and arc do things in that style as well now.
>>
>>606822
*on sketchfab I should clarify
>>
>all my models are anime
>animation reel is exclusively weeb bullshit
>can never join hobbyist projects to replace everything because too embarrassed to show my work
And it's my own damn fault.
>>
>>606830
Are you me?
>>
>>606830
post anime grills anon nobody will bully

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I made a female model. Must check out.
http://realistic-3d-characters.blogspot.com/2018/02/hi-friends-i-made-female-character.html?m=1
>>
>>606301
What's the topology look like?
I'd say that the breasts need to not protrude so much, and the clothes need to actually have thickness to them instead of being body paint. Face and arms look great, though.

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SO WE PUT A GAME INTO YOUR UV UNWRAPPING PROCESS SO YOU CAN GAME WHILE MAKING A GAME
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>>606834
I don't know about you but for that purpose I have my dick
>>
>>606869
How can you UV unwrap, if you are circumcised?
>>
>>606880
I'm glad I don't have that problem but I heard you can actually re-grow your UV. Everything is possible if you believe in yourself
>>
>>606885
>you can actually re-grow your UV. Everything is possible if you believe in yourself
This is what blendlets believe.
>>
>>604408
Wrong. Generalization fallacy.

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got bored and made box-modelled the enterprise in about 4 hours give or take.

no references used, made it from memory.

how bad does it look?
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>>
>>606522
That's your problem. I haven't figured out how to even rotate the viewport in Maya at first. Doesn't mean it's bad.
>>
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>>606483
sometimes I wonder how much RSI I've avoided by using Blender
>>
>>606522

Thats because you're a genetically inferior brainlet. Dont blame the program
>>
>>606522
>moves to different software with completely different set of hotkeys and workflow
>wtf I can't do what I did before!
>that must mean this program is shit!

Everything has a learning curve, anon. Just because you have difficulty doing something you could do with ease using a different tool doesn't mean that it's automatically inferior. There's a reason why one program is called "3ds Max" and the other is called "Blender", y'know? It's like claiming gel-cartridge pens are a million times better due to that one time you spilled a fountain pen's ink cartridge because you didn't know how it worked.
>>
>>606137
Try again in Cinema 4D, like Alex

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Does anyone know of a good workflow for creating hull plating on spaceships and large objects using polygon modeling?

Specifically using geometry and complex shapes that do not flow with the underlying geometry. Doing it by hand is extremely slow and correctly shaping it to the hull without creating messy geometry is very difficult. I think the ideal way would be to flatten the model into it's UV, model all the panels on the 2d plane and then wrap the detail geometry around the base hull, but I haven't found a reliable way to do that.
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>>
>>605603
hard surface sculpting.
>>
>>605566
Hard-Ops.
>>
>>605603
Cool shit
Is this a photo resin print?
>>
>>605585
One of the few actually good ones in Pluralsight.
>>
>>606560
Its a render not a real model.

Best thing you made using cheapest most bare bones equipment/software. Go.
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>>
Can EA just die already?
>>
>The very first models made over 30 years ago look more realistic
Also premature congratulations on turning 1 year, thread.
>>
memes
>>
>tfw no-one cares about your birthday
I'm sorry thread, have a late birthday bump.
>>
>>554373
this is england

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i made this abomination a while ago
any ideas where i should go with it?
naturally, i'd like to add some hair and textures.
or just laugh at it.
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>>
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>>606550
orthographic view was on maybe?
>>
>>606677
try using crease function, it might help in defining your shapes.
also ambient occlusion and skin material also help
>>
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>>606678
tried creasing at random. im not sure which edges to hit. it helped around the nose for sure.
>>
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>>606678
i forgot about AO for matcaps! really changes the form of the object.
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>>606550
>>606565
>>606569

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a better solution to making a quad based sphere?

this melts my mind.
>>
subdivide a cube twice
>>
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>>606211
>>
>>606215
is that custom plugins or something? i don't have that option. :(
>>
>>606590
>>
>>606596
thank you kind sir! taking my shit to the next level.

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Is there a way to apply dynamic paint, smoke, a particle system, etc. to all the boxes at once, without having to select each box and apply them individually?
9 replies omitted. Click here to view.
>>
Yes, object > make links > modifiers does copy across the smoke modifier to all objects, it even sets it to collision but it fucking doesn't set collision type to animated. I've still got to select every fucking object individually and manually set the collision type. As half arsed as you can get!
>>
>>606300

I don't want to create any copies. I have all the individual, unique, objects I need, generated by cell fracture. All I want is all the hundred objects to have the exact same modifiers with the exact same settings.
>>
Fuck me. Instead of just clicking Animated you have to have all the objects selected, hover the mouse pointer over Animated and press Alt+Enter. This changes the settings across all the objects. What a convoluted way of doing things. If thinks like this don't change blender will never be taken seriously.

Can't believe I have to keep a .txt file full of pointless keyboard shortcuts.
>>
>>606466
or you can just right click the button and select "copy to selected"
>>
>>606491

Thanks for the tip. Definitely more convenient than alt+enter. I'm not sure if I want to give blender a hug or smash it's face in.

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Maya. Render with Vray.
Guys how avoid crossing wear and body (wear with WRAP).
Video https://youtu.be/tWIOtIz7xWQ
>>
nice moves
>>
>>606067
Dude idk wtf u talking about but u better olay with the scaling on your sss skin shader because this looks creepy af. Also the fingers are trash, pls redo them.
>>
>>606067
Why does he look like Butt-Head?
>>
>>606067
>how avoid crossing wear and body
most video game models have no bodies under their clothes for this reason

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hey can someone do me a video of a logo spinning please
broke anon here
*pic not related
>>
Here is a secret, OP: If you go into Youtube at the wee hours of the night and search for BlenderGuru, he will show you the way to create many, many things. Spinning logos included.

But in order to acquire the necessary knowledge, which includes how to search for the way for creating the logos, you have to go through a rite of passage. Many have failed, but with the right blendset you’ll be able to pull it off.

You have to create a donut and an anvil. Once you do this, the door to the world of infinite Blendtutorials will be open to you, and you’ll be able to learn everything, and, with time, create everything.

You can be a god, but the first step is yours, and I’m afraid you’ll have to do it alone. But, please, try. Good luck.



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