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I don't have any experience sculpting/modeling but I want to start. My main goal is to create MTG/Souls like environments,creatures and characters, but I'd also like to make more fun, stylized stuff. I can't seem to find a step by step guide to develop the skills I want, every tutorial I see is about making specific models which I don't know if they're worth doing or just a waste of time. Here are some things to know:

>I've used Blender and Daz in the past to create renders, but not to model or sculpt, so I'm not exactly starting from scratch
>I have Zbrush
>I have a drawing tablet
>I'm interested in this as a hobby, not trying to make money or a career.

I guess what I'd like to ask is if there's any structured guide or advice I should follow instead of watching random youtube videos
9 replies omitted. Click here to view.
>>
Many of the "go along" tutorials are the same shit, so just grab one that is modeling/sculpting something you are interested or at least related to it like a basic human/monster and do it, even if it's a slog you will learn something or at least how to use some of the tools. After that you have two options
Start modeling/sculpting, see what you lack and study it or see other people work and try to replicate it. And if you don't understand something you ACTUALLY NEED, you search a tutorial about it.
Go to tutorial hell.
>>
>>1023811
>My main goal is to create MTG/Souls like environments,creatures and characters
the key to this is to just keep layering in texture at finer and finer scales.
>>
It's amazing how anons still reply to a troll thread in good faith
>>
>>1023864
There are no non troll threads and i want to talk 3d
>>
>>1023811
CG Boost or CG Cookie both have great resources for sculpting and modelling. they cater to blender but for sculpting the process should be much the same
idk if this is true for others but in my experience, making realistic stuff somehow feels easier than doing stylized shit, like cartoony stuff or Pokemon or whatever, since those require a strong understanding of shape design and appeal, and being off just a little bit can break the design, whereas with realistic or at least dark fantasy stuff you can kind of go crazy on details and have it turn out alright. only saying that in-case you get pissed off when you're struggling to make something that seems very simple
also, unless you just want to be recreating what already exists or what concept artists come up with, you'd need drawing ability. I know, it sucks

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I use blender mostly for pinups/static scenes and everytime I try to make my own lighting from scratch it makes me feel like a retard who doesn't know how to use blender. I've seen a few youtube tutorials herre and there, as well as attempting to copy other artists, but feel like I have no foundational knowledge.
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>>1022747
Understand the intention behind your render
Is it cinematic? Is it a showcase?
For cinematic renders you want to use as few light sources as possible. Preferably a sun light source with harsh shadows. For a showcase, increase the angle until you get very soft shadows, duplicate it and decrease the intensity.
Don't fall for the natural light meme unless that's your goal, it can look decent but very boring.
>>
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Fuck it
Post your favorite examples (Movies, shots, etc) you'd recommend to learn lighting from


God i fucking love rimlights so much
>>
>>1022747
There is an excellent series of articles on the theory of lighting made by one of the Lego Batman lighting guys,. You can read it here: https://chrisbrejon.com/cg-cinematography/. For the actual practical "how do I control this shit in Blender?", see https://www.youtube.com/watch?v=c3FnWQTMo9s. This might actually be the only good lighting tutorial for Blender on Youtube. He gives you a basic scene, shows you how to control the lights (what settings to adjust), and then lights the same scene/shot multiple different ways to convey different emotions. The book Framed Ink is easily available in PDF form on the Internet, and while it's in black and white, it should help you further increase the emotion you're trying to convey via scene composition. While you're doing all of this, I'd echo the ideas to watch your favourite movies and to try and re-create the lighting setups in the shot, but in Blender. Hell, download some basic mannequins and pose them in the frame too.

I think people in this thread had generally fine advice, but it's disappointing no one actually gave you a book or article to actually study.
>>
>>1024187
I wanted to recommend Brejon's blog but i keep forgetting his name every time i require his site lmao.
Thanks anon.
>>
>>1022747
First set your pubes on fire. Second watch how the flames dance and shine upon your blistering skin paying close attention to the shadows. Third, profit.

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if only...
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>>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

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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/
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>>
>>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
>>
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>>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

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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.

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Is there still meaningful room for innovation in 3D character design in future games, or has the medium reached its practical ceiling?
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>>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

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home...
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>>
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

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What was your entry into 3D graphics? What software did you start out with? Mine was pic rel
>>
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It even came with seasons greetings from the devs
>>
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>>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
>>
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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.

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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.

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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.

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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.

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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.

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Cooked, is what we are!!
Over, it is!!
BTFO, eternally, forever.
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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.

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Does anyone have a simple way to do retopology?
No matter how many times I try, I just can't get it right.
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>>
I just glanced over vseeface document and it looks like all it needs is for you to have all the properly named blend shapes. In that case, it's up to you to sculpt your blendshapes in a way that makes whatever janky topology you're using look right.
We can't see the edge flow on a shaded model, so we can't give you any advice on it. MY general blendshape advice is to make sure they look right. If it doesnt look right, go back and fix that part. Do whatever it takes to make that expression/etc look right. It's not dynamic. You get to put every vert where it needs to be. So use that power.
>>
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>>1023627
>>1023624
I'm willing to bet you could fix your model by going in and avoiding subdiv modifiers until you actually nail the shapes. You have some clear features like the hips and navel but they aren't built around an understanding of the muscles underneath the skin. Do an A pose for better shoulder deformations and definitely revisit that tube tail it needs a little fattiness towards the bottom as gravity naturally pulls the meat downwards into a sort of eggy ellipse shape. It's not a bad start, spend some time with anatomy and topology, I recommend a washable marker and drawing on your own body if you want to start understanding loops better and how you should be solving for them. You can also look at other people's models in 3d wireframe but that's like feeding an AI more AI, you should be getting your references right from the source.

You're doing pretty good though definitely better than where I was at when I started
>>
>>1023624
>go into grease pencil mode
>draw it over
>?
>profit
>>
>>1023624
>use 3dsmax
>apply retopology modifier
/thread
>>
Updates OP.
Did you fix it? Did you move to the next part of your project?

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It really is just fucking over for us isn't it?
https://www.youtube.com/watch?v=Ie55JOHh_1s
https://www.youtube.com/watch?v=ycPS_n-t9to
https://www.youtube.com/watch?v=HsJOQY1UN08
https://www.youtube.com/watch?v=RjVi03raBcs
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>>
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New reason to kill myself just dropped.
>>
>>1021163
>>1021170
make a good thread you fucking morons
or go to twitter
or lurk
>>
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>>1021195
>>1021199
>>1023749
go to twitter, bye
>>
>>1023776
>twitter
Funny you say that because...
>>
>>1021163
People need to shut the fuck up about AI. It's going to do a few things before it gets better:

1. kill a shit load of people; like how all these morons think they can rig AI to control semi trucks. They can't figure out how to get them to park and suck ass in bad weather

2. this is just like automation. It will help production, but the people will displayable skill will COST MORE now.

3.The AI bubble will pop once these fucking morons in Hollywood, WEF, and UN figure out that it's not a magic cure all.


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