[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/3/ - 3DCG

Name
Options
Subject
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File
  • Please read the Rules and FAQ before posting.

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


[Advertise on 4chan]

[Catalog] [Archive]

File: Godot_icon.svg.png (55 KB, 1200x1200)
55 KB
55 KB PNG
I've heard of people using it for small simple 3d games. What do you think of it overall as an engine?
59 replies and 6 images omitted. Click here to view.
>>
>>1023041
It's terrible at /3/D. Barebones systems. Performs like shit and crashes constantly.
>>
>>1024135
I've never had it crash a single time.
>>1023102
It has one of the best documentations of any game engine.

It's a good and simple engine.
Unity has the best community support for addon/plugins and tutorials
Unreal has the best graphics
Godot has the most simple scripting language, no login/signup, and the best documentation
>>
>>1023041
It's good, it's simple to understand, works. Like the main thing in choosing an engine that it really doesn't matter, just pick whatever and you're good to go, if you want to impress chuds build your own engine
>>
>>1023041
>goydot
>3d
LOL
>>
>>1024216
I still remembers all those years trannydots were shilling about godot 3d capability to make 3d games. And then 1 day I saw some news that godot was supporting frustum culling (years later after the shilling). Laughed my ass of back then will keep doing so forevermore. Shill engine, never trust in the trannies.

File: aaaaaaaaaaaa.png (72 KB, 1228x1078)
72 KB
72 KB PNG
if only...
>>
>>1022568
The situation you describe doesn't really exist. From GLQuake onwards in 97 it was either use openGL or DirectX (if you're windows only) and nowadays it's either use Vulkan or DirectX. Stuff like mantle pops up once in a blue moon but doesn't get traction
>>
At the same time graphics and performance have only improved. What is the problem supposed to be? It's not as good as it could be? If 1 configuration were the best configuration it would be used by everyone. >>1022573 and according to this post thats what's happened.
I am concerned about developers getting lazy about optimization because computers are so powerful now.
>>
>>1022568
That's how game engine companies make money

File: Capture.png (269 KB, 486x313)
269 KB
269 KB PNG
For fellow anons interested in this stuff, ArcSys have collated all their presentations (in Japanese) on achieving their unique character style including skinning, rigging and rendering on this central “Academy” page.

https://www.arcsystemworks.jp/academy/
21 replies and 3 images omitted. Click here to view.
>>
>>1018438
yeah i know, i'm specifically talking about the dust cloud he's picking up under him. i wanna export that, not the character models themselves
>>1018441
that's the gimmick, it's 3d but looks 2d
>>
File: maxresdefault.jpg (170 KB, 1280x720)
170 KB
170 KB JPG
>>1018098
https://youtu.be/0GyaYoV6Dls?si=jFh1DXHOqh-BfwA-

Here's a really great video on the Shader setup in Unreal, even goes through the textures and assets.
Great stuff, could probably apply it to a lot of different styles too
>>
>>1018098
This is like a decade old. Long story short: it's more about artistry and less about the technology.

A 3D only artist trying to recreate the 2D look is impossible. It's like an Olympic cyclist trying to become a Nascar driver.

ArcSystem Works have decades of 2D animation experience, this is why they were able to pull it off so well. It's the same with that Arcane show. The artists working on it had decades of 2D animation experience.

2D is like a language. If you're not fluent in it then you'll never ever be mistaken for a native speaker.
>>
>>1018099
>>1018103
Some of those slides were translated years ago https://archive.org/details/GGXrd-design-docs
>>
THey've added a whole bunch of stuff over the last few months, although there's dome repeats and some materials unrelated to purely 3d. Love the one about stage design though

File: girl render.gif (981 KB, 600x600)
981 KB
981 KB GIF
I think it took me a year to figure out the techniques I used to make this model, but I am glad I think I've cracked the workflow to make HD 2D anime shit with low poly models.

Took me 4 hours from the low poly models to render this.

:D

I'm 99% certain I've finally cracked the workflow.
2 replies omitted. Click here to view.
>>
Schizo fight incoming
>>
glad you like it
it's time to get going on your project as a whole
>>
>>1023547
>no cris posting in weeks
>venezuela invaded by trump

cris bros...im scared...
>>
>>1024171
We could finally be free
>>
>>1024171
He's posting here >>>/int/218131433 right now.
He's always in that south american general.

File: Stellar.jpg (552 KB, 2880x2880)
552 KB
552 KB JPG
Is there still meaningful room for innovation in 3D character design in future games, or has the medium reached its practical ceiling?
2 replies omitted. Click here to view.
>>
>>1023071
We still haven’t gone through holographic technology. If only those stupid Americans can stop funding the fake AI we could get closer to hologram within the 10 years.
>>
>>1023071
>3D character design in future games
characters should serve the story. they can be anything. there is no real ceiling.
>>
>>1023074
ai is more funded and supported by china and india than anywhere else you retarded rentfreer
>>
practical ceiling for 3D character design in modern games was reached like 10 or even 15 years ago in terms of LOD (level of details) since we have only variations on same models Everything depends on GPU and level of overhead code (game studio)(intentionally) put into game so you need new CPU , GPU from (chip maker ) so (game studio+ chip maker = profit ) and scam repeats and repeats You can see that by yourself some games from 5 - 7 years ago are more detailed as today. UNREAL eng. is great example how you can make game run much slower as same game 10 years ago. overhead code is word what you have to look into. Imagine cyberpunk (no bug sloop) 40% smoother and 50% faster But you need buy new gpu next year for 1200 and get nothing out of it. That is where we are now . Dead end.
>>
There is still advancement left

Spoilers: It's lolis

File: .png (2.61 MB, 1920x1080)
2.61 MB
2.61 MB PNG
home...
23 replies and 9 images omitted. Click here to view.
>>
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.
>>
>>1017727
link to gaym?
>>
>>1022283
Unteralterbach has been making the rounds on tiktok with zoomer artists making their own OCs

File: IMG_4373.jpg (200 KB, 1138x1465)
200 KB
200 KB JPG
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
158 replies and 36 images omitted. Click here to view.
>>
>>1024033
>>
>>1024034
>>
what are indie game devs gonna do in 15 years when everyone is nostalgic for ps5 graphics tho
>>
>>1024054
No one is going to be nostalgic for that since everything looks the same now.
There's nothing uniquely "playstation 5" about the ps5's graphics.
The graphics and the games are the same for everyone now except nintendo.
>>
>>995345
>>995160
I don't see this model on the model resource, anyone got a link? I'd like to see how well this one looks with path traced rendering.

File: Cinema4d XL7.jpg (6 KB, 256x166)
6 KB
6 KB JPG
What was your entry into 3D graphics? What software did you start out with? Mine was pic rel
>>
File: 641.jpg (62 KB, 800x578)
62 KB
62 KB JPG
It even came with seasons greetings from the devs
>>
File: 3D Studio 2.0 - Edit.png (8 KB, 640x480)
8 KB
8 KB PNG
>>1023914
Mine was 3D studio 2 (not-Max) on DOS
>>
First it was 3ds Max around 1998 circa ,Later Maya, Cinema 3d ,even nice Wings 3d Blender is cool but... always some problem Now mostly 3ds Max and Blender
>>
>>1024060
>Wings 3d
holy based
>>
File: 12802_2.jpg (85 KB, 1280x770)
85 KB
85 KB JPG
3d Canvas here.
Tried milkshape, but 3d canvas made a little more sense to me at 13. I'd make little animations to show my friends. Didn't know about rendering, so I'd just bring them to my house and play the actual timeline for them.

File: 1663347866308214.gif (1.09 MB, 689x504)
1.09 MB
1.09 MB GIF
Any recommendations for Learning professional animation for Blender? I'm swapping from Maya to Blender.
26 replies omitted. Click here to view.
>>
>>1023497
Blender
>>
How the fuck do slotted actions even work. I create a new action, I make slotted actions for each rig but then when I switch actions the slots just go away, they become unassigned and nothing fucking happens. It makes no fucking sense.
>>
>>1023584
simple way:
-select object A, insert keyframe, which will implicitly create action AAction and slot A
-switch to object B, select action AAction in the action dropdown, insert keyframe, which will implicitly create slot B on AAction

the important bit is the objects after the first have the action you want to be the parent for all slots as the active action when you insert keyframes/create the slots
>>
>>1023584
>>1023585
Even if you originally created the slots on separate actions you can select both objects and use "Action->Merge animation" to combine them
>>
>>1018529
Really? I'm a native English speaker and while it is sometimes tricky to hear what he's saying, the subtitles make up for it. Plus, frankly, I just laugh whenever he says an English word with a very pronounced French accent. Like whenever he says the words "hips", it sounds like he's saying "EEEps." The EEEps of a character. Makes me laugh. But if you're a none-native English speaker I can definitely see why he'd be hard to follow. Still, his animation course, and his rigging course, is one of the few Blender things worth throwing real world money at.

File: 1766920954297729m.jpg (186 KB, 698x1024)
186 KB
186 KB JPG
I am getting a certificate in CAD for free from my job. I will be all new to this field.
What is the job market like for this? What are some basic things I need to know?
Any advice would be appreciated!
2 replies omitted. Click here to view.
>>
>>1023995
That's what the cert is in, AutoCAD. I'm just not sure whether to focus on manufacturing or the more civil engineering style route.
>>
Your best bet is to stay at your job with the wrench
>>
>>1024010
I never said I turn a wrench for a living. I infact don't have a profession right now due to developing a chronic illness and have to change careers. I am hoping with all my prior education and experience a CAD cert from a college would lead to employment again.
>>
>>1024013
Basically anything computer related is fucked, outsourced poojeets for cheap dont make it any better. Blue collar jobs are somewhat stable for now because nobody wants to do physical jobs including poojeets
>>
>>1023993
depends on where you are, look at what local jobs are available related to CAD. tooling, molds, and other things need management, and a CAD degree helps on with blueprints, metrology, ISO and ANSI certs, all of which open doors. study this new niche. I got a few 3d printers and am learning coding now to develop an opensource software print-farm solution to sell on the market for user-rooted desktop CNC machines now. we need visonaries in tech in the western sphere, and CAD is central as a tool, if not as a career inherant. use it as a tool for alllllllllll the other careers. shoutout to the hungry ghost artwork, keep striving fellow polymath.

File: Alice.webm (1.04 MB, 512x512)
1.04 MB
1.04 MB WEBM
>>992897
9 replies and 4 images omitted. Click here to view.
>>
>>1017914
now show her polys
>>
File: Alice.webm (3.26 MB, 1024x1024)
3.26 MB
3.26 MB WEBM
>>1019445
She has around 25k triangles at the moment.

Currently working on her shoes.
>>
File: PlaceholderChan.webm (3.67 MB, 1024x1024)
3.67 MB
3.67 MB WEBM
Meanwhile I've also made an upgraded Placeholder-chan model based on the new Alice model.
>>
>>1017914
>my name is not important
>>
File: r.png (216 KB, 663x703)
216 KB
216 KB PNG

What's the quickest way from retard to creator of this?
Wing3D?
57 replies and 13 images omitted. Click here to view.
>>
>>1023304
on PC with the hype surrounding the 7th guest 3D Studio (pre-max) got really popular fast, but that was for prerendered stuff. It's not until Max (so 96) that you could see textures in the viewport, and even so you couldn't paint them for several years so yeah, devs wrote custom texture unwrap and preview tools and drew them in deluxe paint and later photoshop.

French game dev Cryo had famously developed an in-house real time 3d texturing tool that got leaked to every french dev and then some more across the world since it was so desirable.
>>
>>1017881
faggot retard
>>
>>1017490
for modeling you should take a model of whatever you want to copy and import it to blender (or whatever 3d modeling software you use) then add a mesh next to it and try to copy the model as closely as you can. If the result is too different then you try again a few more times until it looks similar enough. Then you make the model again, but this time change something about it. Do this again and again, changing the model each time, and eventually you'll be good enough at the style to make something in it.
>>
I'm interested in learning low poly modelling and animation for games. My experience so far is gaming miniatures in Zbrush along with drawing.

Where do I start? I'm open to any free software really.
>>
>>1017490
Quake's model guy is truly a master of making the most out of the limited polygon budget of the game. The texturing is so incredibly good. The remastered models are even better.

File: 1766482554363181.jpg (66 KB, 424x379)
66 KB
66 KB JPG
I started modeling in zbrush instead of blender. Everyone hypes it up as being much better and I think im missing something. It does feel better to model in but as a newb to this program, what features should I be aware of that shoots this to absolutely mogging blender???
9 replies omitted. Click here to view.
>>
>>1023836
>grabbing, cutting, adding other mash
That's in standard blender my dude
>>
>>1023824
Zbrush is a sculpting software, anyone saying that it's better than blender for modeling is either trolling or retarded.
>>
>>1023843
theres a difference?
>>
>>1023849
Both sculpting and poly modeling are forms of modeling, so it's likely that silly anon presumed you meant poly modeling
>>
>>1023795
I'd say Blender is more of a jack of all trades and a master of none (who gets a lot of support from people) While Zbrush has a much greater emphasis on sculpting so you get more resources dedicated to coding.
Also if you want an auto retopologizer, Zbrush is waaaay better at it.

File: FF12(2).png (53 KB, 221x288)
53 KB
53 KB PNG
Any eye rig setups that address the issue of clipping once the cornea goes too far to a side?
https://files.catbox.moe/0yac70.webm
6 replies omitted. Click here to view.
>>
>>1023846
Don't listen to the other idiot. That being said, ideally you want to be reasonable as to what you automate. Like automating some morph for the eye is overkill compared to just modeling the eye in a way that will not break down in the first place. Also since they're such simple shapes, basically two circles you could weight the outside of the iris to a bone and the inside to another and then it's super easy to adjust, and if you really need some sort of shortcut you can put an arrangement that looks good from the side in the pose library, rather than drvie a whole automation.

Fancy rig features should be driven by what the rig's gonna be used for, make it easy to reach a good pose fast in most common situation. But good modeling will get you most of the way there
>>
>>1023848
How would you model the eye to prevent facial clipping from the side while looking good from the front?
Since it’s just a disc, once it moves enough to the side, it’ll naturally collide with the face in such a way that will look bad from the side unless shrinked/deformed in some way, I’m not sure of any other solution
I don’t know how weighting the iris’ inside and outside different would solve the problem, since it’s only the outside that’s the issue
The pose library idea is probably the most realistic
>>
>>1023848
>>1023854
Stop being lazy and rig like normal instead of over relying on a dumb PC to randomly add weights.
>>
>>1023854
Arcsys eyes for example are modeled with diagonal irises, simple as that. Looks good from the front and side.
>>
you can just use a shrinkwrap modifier. and make the iris/pupil mesh a separate object with a shrinkwrap constraint on the object itself, pinned to the eyeball mesh. to keep it from floating away from the eye. and then parenting the iris/pupil meshes to bones. align the normal of the bone to point directly away from the eyeball mesh and then put another shrinkwrap constraint on the bone. i can demonstrate the effect if you need.
this stacking of shrinkwrap modifiers and shrinkwrap constraints allows for any shape of iris/pupil onto any shape eyeball/sclera smoothly and without using blendshapes.
but of course, this will only work inside of blender though, and isnt exportable.

The pupil should be shrinkwrapped to the iris. and the iris shouldbe shrinkwrapped to the sclera. and each mesh should have enough geometry
Set shrinkwrap modifier to Nearest Surface Point and Above Surface with a very very very tiny offset to avoid Z fighting.

File: gashed innit.png (685 KB, 2390x1472)
685 KB
685 KB PNG
Cooked, is what we are!!
Over, it is!!
BTFO, eternally, forever.
6 replies and 1 image omitted. Click here to view.
>>
File: IMG_20251203_113803.jpg (457 KB, 1080x1243)
457 KB
457 KB JPG
>>
It's not due to AI because AI can't fucking 3D model game ready stuff nor precise stuff like architecture visualizations. It is due to outsourcing to jeet companies
>>
>>1022864
Oh really, Jessica? Wanna test my BWC (Big White Cock) first before I change your mind about AI?
>>
>>1022787
Welcome home Concord dev.
>>
>>1022787
Not fault of AI when it comes to 3D because as said >>1022864 AI can’t do 3D for shit. My actual guess is combination of jeetification and AAA game companies flopping. Ubisoft lost majority of its value because they have not released a good game in a decade, same goes for lot of other studios, flop after flop for the most part while I die games are getting better, and indie devs usually don’t hire that many artists.


[Advertise on 4chan]

Delete Post: [File Only] Style:
[1] [2] [3] [4] [5] [6] [7] [8] [9] [10]
[1] [2] [3] [4] [5] [6] [7] [8] [9] [10]
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.