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You DO use it, right?
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I used to, then I stopped using Windows entirely.
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>>982577

On my work dev computer I dump converted 3D print files there, because the program we use is defaulted to dump the files there, and I can't be bothered to change it. I honestly had no idea that folder existed before that.
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>>982577
> system files in the same drive as work files.
Yeah no.
>>
no, 99% of Windows users don't ever work with 3D objects and those who do have their own directory structure that is often determined by the program. pure idiocy from Microshit's side
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>>982577
LMAO, my life is hell. everything installs itself on my c drive

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the eternal debate...

spoiler: only Z-Up is based. Z-Up came first in history, so it must be right. CAD enginners and cartographers used 3D graphics long before any of you animators dicking around in Maya.
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>>968471
>what unit are the units?
>"nah bro its unitless"
>default gravity is 9.82
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>>967321
OpenGL doesn't have an up convention, you can use whatever you want.
Well clip space is Y-up I guess, with Z as depth. But the convention for cameras is different than for the world. Blender uses Z-depth/Y-up for cameras, despite the world being Z-up.
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>>983354
>Blender uses Z-depth/Y-up for cameras, despite the world being Z-up.
HOLY ratardation
>>
>>983366
You are the ratard anon. What happens when the camera is rolled 90 degrees? What happens when the camera is pointing straight down on the scene from above?

There is no relationship between camera space and world space so they don't need to "line up".
>>
I understand both, have intuition for both and I can work with both.

I am superior being.

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How hard is it to make your own engine and make your own content in it compared to using unity or unreal?
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>>980482
No, that's entirely unrelated.
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>>980230
its kind of like building a plane in 1920 vs a plane in 2024.

back then all you needed was wood, canvas, and knowledge of aerodynamics.
now you need to understand jet engines, combustion, materials science, and a billion other things.
>>
>>983094
It's not that. The difference is the amount of "regulations" or "industry standards" or "APIs" that are completely useless but that you're expected and in some cases bullied into learning.
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>>980262
cuz I want my cool 3d dino spinning in my cool 3d engine
>>
>>980230
Similar to the difference between building a piano and playing a piano. They require some shared knowledge, but two completely different skillsets.

>>980288
>>980783
There are plenty free open source game engines available. It's easier than ever to avoid sketchy companies.
https://github.com/bobeff/open-source-engines

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Stylish tacticool reloads
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>>978226
The fact you have to watch it that many times to pick it up means that the illusion works.
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>>972037
GOD I HATE THAT SHIT SO MUCH
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>>972037
LayzuhCatz is pretty good animator.
>>
>>974795
Why are the anime grills trying to kill each other with lollipop sticks?
>>
>get stuck on animation
>it never looks right
so annoying

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God bless non-photorealistic rendering
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>>983315
Well that’s it for me
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>>983311
I just remembered my CSI days, here it is, for you and me
https://imgur.com/a/LV58E0B
>>
>>983303
Hey now, I didn't say I wasn't. It was just funny seeing him watching anime in general. Usually he's watching Phineas and Pherb or something.
My mom used to unironically watch Bleach too, on her own back, when that was on Adult Swim in like 2009 or 2010, and she said she hated cartoons. She made it all the way to the end of the SS Arc. I miss her.
My grandma LOVES Transformers and I have to take her to every movie.
People have some weird tastes sometimes. Not weird, but just things you wouldn't expect.
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>>983337
very cool, thank you!
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>>983278
And on the other spectrum

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Do they take a special computer graphics course in Japanese only? Why do we westerners have to be content with a subpar anatomy tutorial with ugly bodies?

My answer: Topology over anything else. After extracting 3d models from multiple japanese games myself, they were simply made by hobbyists with no background at modeling. It's the information they had available at Japan which is something I need to obtain.
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>>982426
wtf no, thats not what it should mean
even sculpts are generally retopod, does that mean they are then turned "lowpoly" ?
>>
>>981896
This and a lot of planning.
I think old MGS games are the gold standard, all the models are low with triangles, but the shapes are so well thought of and the texture work is so impecable, that you cant notice how simple they are.
Also, good rigging.
>>
I really need to learn how to draw if I'm going to make good textures for my models, huh
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>>979843
japs like loli, few polygons needed
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>>979858
>>979863
>薬を飲め! 日本人専用の3DCGチュートリアルなんかないよ。
TL: Take your medicine! There are no 3DCG tutorials specifically for Japanese people.

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>Research Project Bernini is experimental generative AI from Autodesk that can quickly generate multiple functional 3D shapes from a variety of inputs. While Project Bernini is exciting and at the leading edge of generative AI, its models will become increasingly useful and compelling when trained on larger, higher-quality professional datasets.
Oh GOODIE. More AI slop to get investors excited.
https://www.youtube.com/watch?v=H_OUNbgMe_Y
>>
>>983405
Another reason to pirate all autodesk shit. They don't care about us
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>>983407
HEE-HEE
>>
>>983405
Looks like dogshit. Unless the prompt was to replicate a jug made by someone with down syndrome or something they failed.
>>
>>983411
Shamone

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Ladies and Gentlemen of /3/,

The next 4 upcoming years, i will spend every single day in the production for the pilot-episode of a new Berserk adaptation.
>Narrative - 100 % faithful to the Manga
>Art Style - inspired by Netflix Arcane (pic related)

Without any doubt: this project is a Behemoth, but i am dead serious about the production.

Truth to be told, i am lacking experience, which is why i created this thread in the first place.
I would like to know your opinion on certain topics - Roughly spoken about project-management, planing and execution.

I am not asking for direct involvement in the project - at least not until i proved myself with regular updates and progress that i am the real deal.
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>>983394
>>983395
He's coming back. He has passion.
>>
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>>980185
>berserk adaptation
(:D
>arcane style
>>
>>983390
this, pretty much, too many niggers in 4chins lately
>>
>>983390
that's not the issue, the problem is that he didn't fully commit to the "work every day" part.
not only that but he clearly lacked the experience, tools and knowledge to deliver even a single model of Guts (let alone a full animated series) which is the part most anons were commenting about.
also, a good chunk of people focused on the selected artstyle and saying that it doesn't fit the tone of the original series (personally I agree that the Arcane style doesn't match) but a major issue with that particular artstyle is the amount of work needed to make the models look appealing, this means that OP has to be very competent in all the fields of 3D to make this happen, shaders, programming, rigging, lighting, modeling/sculpting, etc, to even compare with the production level of Arcane, but OP just isn't.

the problem is not
>Nobody can make shit here
is more about OP setting an impossible goal, being told so and him crying about it, when it could have been solved by him just posting a model of Guts with decent lighting and maybe make a short animation with it.
>>
Op ded?

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Previous thread: >>973562
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>>983601
>>983615
Huh. Never actually thought about using colors with vector math like that.
Anything neat you can do with it?

I'm guessing taking the distance of one color is picking a range in the opposite colors or something, right?
>>
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>>983617
nigger
>>983614
that's better but there is still way too little swing in the hips when it pushes itself from the ground, the whole torso should constantly bend left and right and the ass should have a slight offset from the shoulders
>>
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>>983647
idk
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>>983730
good job, it's starting to look like a female
>>
maybe a dumb question, but at what point do I just say fuck it and do things the way I want rather than the way they 'should' be done. I'm moderately interested in making this a job but the way things are going in the industry and the fact that I already have a stable career makes me want to just stay a hobbyist. so then why am I beholden to the way things 'should' be done? as long as the final result looks acceptable to me then why should I care?

>>
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>>983335
"He look like he fuck human women."

Hello, Last saturday i was informed by an internet chum of mine about blender. I have never used 3d modeling tools before and was interested to give it a try, had an old housemate show me some stuff about 10 years ago and it looked tedious and overly complicated and i had no pc at the time either.
I have now used blender for less than 24 hours in total and am enjoying learning, have made 2 (well 1.5) things so far.
My E-Chum also informed me about this board, as he said it can have good info here now and then so here i am.
I like sculpting the best so far and spent 3 hours today experimenting with geometry and extrusion, inset tools etc, so may check out this more often.
Thank you for reading my blog.
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>>976783
Cheers, never even heard of it.
just enjoy sitting listening to podcasts with a cup of tea, lightly stoned and going down the autism hole of creation for a week until i burn out and take a few days away from it.
>>
>>965420
Krista is fun. A little-known secret is that it can have the same color management Blender and compositors use, and as a result, you can use it to make HDRIs
>>
Some ban evading rule 1 breaking peado reported me and got me banned for wishing death on the nonce, so dunno if those posts will return once it expires or not.
>>
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cannot believe this thread is still open.
>>
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Though this would have archived by now and was leting it die after it being nuked.
Might keep it going

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>*breaks nonphotorealstic rendering*
>uhhhhh hey can you guys fix this, we're stuck on Blender 3.0
>it's just one guy
>he broke it on purpose and refuses to fix it because of his "vision" for Eevee, a realtime engine that runs at 2 fps
I'm starting to understand the criticism against Blender.
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>>983045
I'm in 2.7, I know your pain
>>
What is wrong with 4.0? been using it and it just werks
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>>983130
No more reflections for NPR materials. It's been that way for two years, broken, on purpose.
>>
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i understand this pain, truly its annoying, but to that, you have 2 options. Get to understand the fundamentals better or use Malt.
You can also pray that one day someone will crack the psfot software already being used professionally on animes nowadays (i really want this shit, but i cant justify buying it for myself yet).
>>
>>983194
There is no understanding your way around patched-out reflections, anon. They are simply gone in an NPR workflow.

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>13 years of production experience
>Modeler/texture artist.
>Worked on big budget production.
>Writer strike happens, vfx house basically closes down
>Running on 11 month of not working.
I'm dying inside little by little. I hate any past colleagues who finds work. We're all clawing and scratching for scraps. Keep this shit a hobby, don't try and go pro.
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>>981659
No, same problem with 3D artist. Corporate is running on skeleton crew with overwork VFX people. It matters not if you are blender or Cinema 4D, Corporate America refuses to hire more people to help overworked artists.

Oh and don’t buy anything that says you’re will learn through YouTube or pay for things. Those are scams and often never teach you 3D art. The scam teaches you (insert program) U.I with no help on creating models. These scammers never went to school or follow the 12 principles of animation (they claim it but you see they only use it as a trick to bait people).
>>
>>981666
>The scam teaches you (insert program) U.I with no help on creating models
I'm a hobbyist and I've always had this problem. Courses have little to no information that carries between programs even though 3D is built on certain universal principles.
>>
>>981659
I'd search animation mentor. I know a few coworkers back in the day went through their programs to get better at animating for 3d. Honestly, I spend time learning something completely different outside of the industry for the time being. Rates are lowering across the board in the united states. My rate was 60 but now I'm getting asked to do jobs for 40, I'll agree and still not get the gig. Video games had layoffs but their is still a decent amount of opportunity in that industry. I'd focus on animating for games dont bother with film/tv for the next year or two.
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>>980194
The problem with Indians is that all of their shit is jank. Same reason something made in China costs 4 cents and the same something made with pure freedom is $100 (minimum).
>>
>>980183
>Keep this shit a hobby
that's everything creative with the rise of ai

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I’m new to sculpting. What tips should I know to help me better understand and visualize the things I want to make?
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>>982767
Mouths are not in a plane, that's your problem.
When you sculpt always remember what's behind the skin
Your teeths are not in a plane, they are in a curve, so your mouth will set that way.
There's a million other problems with the sculpture, but for the mouth first change this.
>>
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I sculpted this in blender
then I gave up because it's hard as fuck and I have no talent
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>>982754
>>982755
you're sculpting your lips into the faces, even if you plump up the lips later it still won't look right. It's the bones and the teeth that cause the mouth to come forward a little, as well as the flesh, so your sculpt looks like it's missing teeth.
You have to draw out a sort of mound that you sculp the lips into. You can probably just pull them forward now with the move brush, but it'll be easier if you do this beforehand.
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>https://www. youtube com/watch?v=J2_uiUEcY7w&list=PLtZ2rrCuza-oyVD-sPjB7J80qRBufWODi&index=14&t=1s

this guys sculpt series really helped me get to a good level. Just switch his reference image with any human male or female image and go from there. pic related is what i made after this vid.
>>
Professional aaa 3d character artists here.
Look up anatomy for sculptors on artstation. They have a lot of good posts that would help you understand the shapes of the human body.
One of the biggest mistakes beginners make is making the faces super flat, as you did. Every shape, buldge, wrinkle, angle or whatever on the face flows into another and there is a reason why they are the shape they are. Those images hopefully will help you understand it

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What does /3/ think about the Metalheart aesthetic?
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>>983197
'metalheart' predates depthcore as label for that look, now you're the zoomie.
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>>983199
>Using Fandom as a reliable source
Clearly only idiots believe in their AI junk. It’s called metallic.
>>
both look like shit sorry
why do you even care about -core shit make something of your own
>>
>>983197
This shit never had a name, at best they were called cancer explosions.
>>983192
I miss it, I'd go searching for old tutorials on how to make it on Deviantart if the site wasn't so infested with A.I.
>>
>>983192
this looks like I'd see it on the album cover of an obscure european power metal band that was somewhat popular in the early 00s and has like three songs that are somewhat listenable that I'd add to my spotify playlist before spotify takes them down after a week for no damn reason then brings them back 5 years later and I listen to them and think 'oh i remember these guys' then remove them from the playlist because they no longer fit the overall vibe I'm trying to curate.


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