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im a beginner, iv’e done a bit of clay motion and a fair amount of stop motion drawn animation. but i want to go further. im good at drawing and i want to know if theres a tablet or computer thats easy to use and is reasonably cheap that you know of?

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>Download solidworks 2016
>Fix my computer
>new OS to Windows 10
>new hardrive
>virtually NOTHING on it
>runs fine
>boot up solidworks, litteretly everything smooth up to drawing a line
>MASSIVE LAGG.

IMPOSSIBLE TO WORK WITH says it ran out of memory and to close programs but nothing else is running.

What do you think the problem is? Do i have to downgrade to windows 8 for it to work?
Anyone else ran onto this.
>>
How much RAM do you have? How much is it using? I would begin by checking if it's working correctly.
>>
>>585867
I've used SolidWorks 2015 on Windows 8 with the same computer perfectly fine so it should function with the current ram
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>>585859
Nevermind I change the properties of SolidWorks exe to run as Windows 8 by changing the compatibility setting on the properties and restarting the system. Now it works smoothly
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>>585858

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What's the best pre built desktop on the market for 3D modeling with a reasonable price tag?
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>you can never get a straight answer from these nerds.
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>>582762
Where do I find one?
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AuTiSm
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I'm building one specifically so I can get SolidWorks and practice it well enough so I can put it on my resume. I bought two cheap monitors on the facebook market place and got an intel i7 and an LGA 1151. It's my first build. I have to save money toward other things rn. so idk when it'll be done.
>>
I'm honestly surprised that people can navigate 3d software and learn skills through self-motivation and tutorials but can't figure out how to pick out parts on a webshop and click the build this shit for me button at the checkout.

https://youtu.be/pBJjhnd1eZs

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>Got job offer
>16 an hour
>I have a year and half experience
>I make 20 an hour with no taxes taken out cutting grass

Should I try to negotiate and why is this industry such shit?
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>>585704
>I'm not even sure if this is some kind of meme here on /3/ to constantly post how vidya industry is one of the worst industries to be in.
you dont have a union, you wont have retirement, you wont get benefits like insurance, you most likely will be fired when the product ships.

Much better to work for the govt for 20 years, retire, and then collect.
>>
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>make about 18/hr
>have compsci degree
>3.5 gpa and 2 years experience

Hey at least you're not me
>>
Does Solidworks pay well.
>>
>>585727
If you're certified.
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>>585708
yeah but who the hell wants to work for the govt

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Is quixel worth getting, or should I just get substance painter?
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>>585484
BOOOOOOOOOOOOOOOORING
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>>582273
I've used both Quixel and Substance (painter and designer) in a high end game production environment, and personally prefer substance over quixel. But that's just me. Try both and pick your poison. Projecting and painting on mesh is a lot more fluid with substance, but it's normal stencil workflow needs a lot of improvement before it's on par with NDO. I still move a lot between the two depending on the work I'm doing.

The baker in substance painter is top notch and super easy to use and get results with.

If you do a lot of stuff for Unity then Quixel has the upside of actually having its viewer module be a unity renderer.

Quixel also merges multi-material mesh projects into single maps which is nice, and ships the mesh it triangulated for work project with the exported maps. So that's an upside.

Substance has way smoother work flow but lacks the above features.
>>
Quixel if you want to make stuff NOW (make stuff fast with premade and call it a day)

Substance if you want to prepare for LATER (production environment and studios use Substance for its obviously more advanced use case)

Its your choice but the patient among us will opt for Substance, every minute with it is an investment.
>>
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>>585482
>>585484
Oh cool, I too have made a beretta
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>>585724
Good taste, mah man.

any comments and critique on how do i make my noodle blend in more? thanks
https://youtu.be/5qDI1VCSkTU
>>
Match the lighting better, more detailed texture
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>>585721
i dont think its the lighting. there is barely any lighting in the scene at all...
>>
>>585722
Look at the highlight on the tube nigger, it's off
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>>585723
yeah, youre right about that highlight, faggot, ill need to re-render that noodle...
i added some glowing stuff, kinda looks better now somehow https://www.youtube.com/watch?v=UWRcVEJot2E

does anyone have a reliable solidworks torrent

hook me up, kickasstorrents is dead
>>
>>585687
Some mod should really put a link to cgpeers in the thread sticky because it's getting old answering he same thing over and over.

If you have *any* requirement for 3D-related software, plugins, tutorials or content, check CG Persia and CG Peers first, and if it's not in there, it's probably more obscure and you should hit your search engine of choice.
>>
>>585690

i appreciate it
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>>585690
gfx peers is also an option, but I always use cgpeers

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You have 100k in savings and you're nearing 40. No kids, no wife, no debt, gov pleb job killing my soul.
What do you do to become a freelance artist starting from scratch?
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>>585260
Go all in into Bitcoin babyyy, they say it's all uphill from here
>>
save the 100k and torrent everything you need.
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>>585260
I save my 100K, maybe put some of it into crypto after much research, and then sign up for cgpeers on the first.
>>
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>>585260
whatever you decide, do this:

>go live somewhere cheap and comfy
>close to a gym and healthy food (don't be/get fat)
>10-12 hours a day, everyday should be spent working on your craft (non-negotiable)
>set a deadline to show work (portfolio) and get your first client and/or job (shouldn't take more than 2 years)
>once you have the skills and portfolio, learn business and marketing.

you're in a good position so don't fuck it up by procrastinating any longer, it's go time.

also pick one reputable source and study the fuck out of it and don't be a hoarder, having 100340 courses on your drive won't help you.

now fuck off and do the work son
>>
>>585295
>>585701
these
/thread

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hey /3/, i don't post here since i don't do any 3d shit but i need your help. i'm trying to find a 3d software that would let me put different bodies in different poses, im trying to learn anatomy to draw better on 2D, any of you know a good (mostly cheap) method?

pic isn't related to anything.
>>
you can pose characters in any 3d software
>>
>>585666
yeah but i mean a software designed for posing characters only, also nice numbers you got there
>>
>>585667
There is literally a program called Poser. Guess what it does?
>>
I saw this add on Artstation for a software that literally had dozens of characters in different poses and you could control the lighting and shit.
It was basically meant as a reference display for 2D and 3D artists.

I don't remember the name tho.
>>
There are some apps for your phone, they cover simple stuff like heads or hands.

Also http://anatomy360.info looks pretty amazing.

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Should I bother investing thousands in VR equipment and shit and making VR games or is it dying gimmick technology like 3D monitors?
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>>572961
lmfao he's right
>>
VR will be a gimmick until they 1) fix locomotion/controls and 2) make it less cumbersome to use

it's gonna be big eventually but it could take years
>>
I still wait until I can have feedback into my fingers (stopping them and my hands from moving), and somebody with the idea that VR means monitors of arbitrary size.

Then I can have a PC without mouse, monitor, joystick, pen, keyboard or any other manual controller.

Or maybe a glitch will break all my fingers, who knows?
>>
as someone who interned at Oculus for a few months I'd say wait till the next gen headsets, those will have more tracking capabilities and people would have worked out the kinks of VR dev by then.
>>
>>585630
they dont even use VR in the new Blade Runner or Ghost in the Shell movies. They know its a gimmicky dead end.

They only use 3d holograms and voice commands...

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So I've been following "ULTIMATE weapon tutorial" by tim bergholz, and this guy just creates ngons whenever he wants, and basically models in a pretty straigth way (which is no good for the begginers like me following the tutorial).

Well, I ended up with pic related, which is pretty shitty and creates insane pinching. How should I do it to fix it?
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>>
prevent triangles by all means is what I learned
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>>585616

Not true at all. Triangles suck for loop selections, but sometimes you have no other choices (when attaching a hand to an arm for exemple). However, it's goddamn impossible to work with a fully triangulated mesh.
>>
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>>585618
>but sometimes you have no other choices (when attaching a hand to an arm for exemple)

What the fuck?
Up/downstepping from topology resolution is possible without triangles.

Usage of triangles on mesh that is not supposed to be ultra low poly and even gets subdivided just shows you're not experienced yet.
>>
>>585614
Doesn't matter as long as the shape has perfectly flat sides. Basic experiment: draw an irregular spline shape and extrude it, edit poly, and make several connections across just so that it isn't entirely one ngon.
Throw on a chamfer modifier affecting only unsmoothed edges and play around with the min value till it looks good, and throw on a turbosmooth as well. If you did everything right, you should have crisp and smooth edges, even with around a dozen verts per poly.
For the purpose of baking a normal map, this is perfectly fine, because that topology is never going to see the light of day, so why waste time and effort religiously ensuring everything is quads? It's not a deformable surface and if you need to sculpt on it, it's one button press in ZBrush to retopo the surface with dynamesh.

>>585618
As long as the arm and hand terminate in an even amount of edges, you can just run a loop or two back around.
>>
>>585607
Shut the fuck up.

Are there any websites with free AE templates?

Asking for a friend.
>>
There are hundreds and they all fucking suck ass.

Identify the effect you want, Google for it, find some retard idiot's monetised blog designed from the world's shittiest "MAKE PASSIVE INCOME THROUGH NICHE BLOGGING" template where it will ask you to join a shit fucking mailing list for access to the download link. Paste in some disposable email and you're set.

Also 90%of the time the shit doesn't even work
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>>585615
This... there is so many that finding normal ones is impossible. Because 99% is shit. And sorting through this shit is impossible
>>
>>585602
cgpersia
rutracker
wrong board

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Pic related isn't mine but I'm not at home right now. Just shit that you had to stop afterwards and ask yourself "what the fuck was I thinking".

Hardmode: something you actually spent a lot of effort into/ did a good execution but was a terrible idea
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>>580365
My worst 3D animation project that I have ever created was Deadpool model and a lightsaber.
>>
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>>585122
>>
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The worst and the best thing I've ever did. The only one by far.
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>>585305
The fur is fucked.
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>>581082
>sectoid
Nostalgia'd. This game is still great today.

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What the title says. Many games have some sort of character generation system. I'm not talking about defaults (such as face1, face2, face 3...), but sliders that allow you to create very different character faces (or even bodies). Skyrim and fallout 4 as examples.

How do they work? Is it some kind of procedural magic? I suspect it might be blend shapes used for mesh 'distortion' instead of animation, but I wonder what techniques and technologies are involved in these kind of character generators.
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>>585044
Alright bit of an update on the last bit about Fallout 4 shapes.

There's a chance he meant the blend shapes used for expressions like raised eyebrows and open mouth and also that he can blend between the different NPC heads.

https://neroticus.tumblr.com/post/141330290093 This is the post where he mentions it.

I looked at Fallout 4's mesh ba2 archive and it looks like you've got the base parts like base male, female, child, etc and head, back of head, body, hands, eyes, etc, and then there's a directory of morphs for open mouth and such and a shitload of NPC heads with hair and all attached that were exported from Facegen.

Good to know that Fallout 4 still used Facegen in its development, just apparently not in the programming and only for churning out NPC heads.
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>>585044
Why are shape keys used, instead of bones? Is there a performance reason, or can bones still be used to deform the mesh?
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>>585571
Just because someone can actually model or sculpt the changes with better detail. Shape keys and bones can both be used but typically bones are for more general resizing or moving of areas and shape keys are for reshaping, like moving a nose up or making it big vs roman or nubian nose shapes.
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>>585044
Thanks anon. Also, another little question: ¿are blend shapes multiplicative?, taking noses (>>585573) as an example, could I make "nose type" blend shapes and "nose height (for example)" blend shapes and let them work together.

Like, having an slider for roman-nubian and another slider for relative-to-face-nose-height at the same time?
>>
>>585582
I think it's dependent on the engine but it's standard for them to add up.



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