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So I was cleaning up my hard drive and I found my copy pasta of what used to be the board sticky.

Part 1:

/3/'s Official README.TXT
http://freetexthost.com/nzjanyanw0
If you're reading this, you probably got this linked to you because you posted a
question that has already been asked many many times. Read ahead, and find
your answer.

Scroll to the bottom for useful resource links.


1.) "How do I get started in 3D?"

There are many ways to get started, the quickest way is to actually start
with a 3D program. There are many to choose from, such as:

-3DS Max
-Cinema 4D,
-Maya
-Softimage XSI
-Lightwave
-Blender 3D (Free!)

Once you obtain one the next step is to start with tutorials. There are many
on the net, they range from text and image tutorials to video tutorials. You
aren't going to find a tutorial for everything out there, but most will explain
techniques that you need to adapt in order for you to achieve whatever final
result you want.


2.) "Wow! That's a lot of programs! Which one is best? I heard ______ is best."

You heard wrong, there is no one program that is better than the rest, it has
and always will be the skill level of the artist. Which program you choose is
solely dependent on your own personal taste and which aspect of the 3D industry
you want to be involved in.
Max and Maya are the most hyped and so therefore the most used,
they have the most available documentation online. The interfaces have
a steep learning curve, but there isn't any 3D program you can't learn if you take
the time to use it and follow some tutorials. Go with a generalized package, not a
specialist one.
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>>

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>>483241
>>
>>483242
>>483241

It's obscene that Avatar didn't use these for Fire Nation tanks
>>
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>>483241
>>483242

Thats pretty fucking amazinf
>>
>>483241
>>483242
Fucking radical.
>>
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I had no idea how im suppose to do the mechanisims

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Can someone please tell me how the fuck to animate a light in MAYA?

i keep pressing key frame and moving it and nothing changes, nothing happens.
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>>
You can key frame any channel on any node. So if you adjust a light right click the value and select "key" it will key frame that value and you can make another on a different frame and the value will smoothly change from one to the next.
>>
>>483259
i think i got that part. But why does it look like this on my render?>>483256
>>
>>483260
thats weird. What are your render settings? You could probably go ahead and use the production quality preset for such a simple scene. Use mental ray too. MayaSoftware is really only good for a couple of weird things that nothing else can render.
>>
>>483267
>MayaSoftware is really only good for a couple of weird things that nothing else can render
like what
>>
>>483281
paint affects for one or other special affects that are particular to maya. i dont know all of them.

Thoughts on physically based shaders vs traditional?


Could this be applicable to non-real time rendering?
8 replies omitted. Click here to view.
>>
>>482449
Those are probably averages. Almost all of those materials will still have 100% specular reflections when viewed at a 90 degree angle.

I don't know how it works in other engines, but V-Ray will use the Fresnel IOR to automatically adjust the amount of light reflected based on the viewing angle. If you set the IOR to ~1.5, a material with a pure white specular color will still reflect only 2-4% of the light if you're looking straight at it.
>>
>>482416
http://anderslanglands.com/alshaders/index.html

there you go OP. its for arnold but you can pirate it easily.
>>
I don't see why you would use metallic and roughness over a specular/gloss workflow.

why is everything moving to physically based?
>>
>>483273

speed. its for games

I prefer the diffuse,specular,gloss/subsurface,fresnel workflow but it's too much work and heavy for a game
>>
>>483274
are there any figures that prove this?

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Hello /3/ !

I recently bought myself a raspberry pi 2 and figured that I want to 3d print my own case.
I'm not going to design one from scratch, I'd rather edit a template, but still:
Which software would you recommend a total noob in graphic design who uses osx? (hackintosh)
Thanks !
>>
Linux ?
>>
>>483227
No I think I'll stick with osx ;)
Any thoughts on Google sketch up, blender or 123D ?
>>
>>483226
>not going to design one from scratch
>plans on using premade cases
>OSX
How about nothing?
Nothing sounds like what you want.

If you're serious about CAD, you're using Windows. Or Linux as a secondary option.
>>
osx is trash, kid.

you sound like an art major, not a cad engineer.
>>
>>483226
>sell fagbook
>get computer
>?????
>profit

Hi there everyone!

I am studying graphic design, and i often see interesting stuff incorporating 3dcg, such as this one:

https://www.behance.net/gallery/27607571/everydays-june-2015

I did a bit of a research, and i found out that c4d would be the program that suited this purpose the best, as it is claimed to be the most user-friendly one.

My question would be where to start learning the program from zero, if mostly abstract still images would be my desired end result?

Another purpose would be to create simple underlying images to paint over, architectural stuff and vehicles mostly.

Thanks in advance!
>>
Start here
http://www.lynda.com/CINEMA-4D-training-tutorials/173-0.html
>>
>>483238
dont start with lynda.

Go to greyscalegorilla. Do the introduction to cinema 4d there then move on to a random tutorial that you think looks cool.

all free!
>>
>>483271
Well, already torrented and started the lynda one. Do you recommend it only because that one is free, or is it better despite i have access to the lynda one?

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New Q&A thread since old stopped bumping.

old thread: >>476880
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>>
>>483262
Preferences > Enable Customization > Alt+Ctrl+Click/Drag the button to your UI. Store Config to save the UI.
>>
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Can someone tell me how to disable masking through the mesh? I keep catching this little area behind the eye when trying to mask out the eye sockets.
>>
>>483264
Make sure you have Double Sided off. If that doesn't work, use the Lasso Mask instead (b > m > l)
>>
>>483264
go to backside masking. it's in the brush palette i think
>>
>>483275
I tried going to Brush -> Auto Masking and clicking the Backface option, but it didn't seem to change anything.

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I am willing to pay someone to make me the girl Splatoon character.

I need a adult sexualized female rendition of this character. Textured and same pose as pic on left.


The body should have curves kinda like this.
>http://41.media.tumblr.com/6e03222f145ff18478377a6549865e9a/tumblr_n9w0h7vPiO1rvmq7jo1_1280.jpg
What's your offer?
Post an image of portfolio or your portfolio as well.
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>>
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>>483081
IS THIS WHAT HELL LOOKS LIKE!
>>
>>483124
holy fuck
>>
>>483124
Learn material definition you fucking stupid 50 year old spread-legged modelling proportionally challenged ass tiny teeth uncanny valley looking talent-less pedo shitter
>>
>>483124
I would say, use some reference images but I assume you already got plenty [spoiler] ;^) [/spoiler]
>>
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>>483124
SOON

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Urgh spent the last 3 hours on this and it looks poo, does anyone have any good gun tuts video?
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So I started again and its alot cleaner, and I think looks better, I made it thicker as well
>>
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Does that look better then before?>>483103
>>
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OK gun modeling guy here, its late and ill help you later but you are on the right track, you just have to work on side proportions.
>>
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>>483216

hmm yeah, I need to do some stuff for the underbarrel railing stuff, its a bit blocky at the moment, and I messed up on the handle again ;c
>>
>>483094
What went wrong is that you used Booleans in the first place.

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Here's a model which requires complex curvature, knowledge of materials and transparency (opaque plastic handle, translucent body, translucent silicone bell capping the funnel).

The grip pivots on an axis just before transitioning into the cap section which lifts an interior one-way rubber/silicone diaphragm, the only mechanical action and providing the suction. IRL, the silicone bell slipped over the funnel deforms and releases based on suction but that's a morph and outside the scope of the assignment.

The handle will require bezier curves in at least one axis as the top part is convex and the handle concave while the sides curve in an opposite manner.

Unlike most challenges, you will have to model the inside of the objects and texturing is not the gold standard of having done it right.

Measurements are provided but google will show you other brands that make it clear the basic mechanical design doesn't vary much: pivot handle lifts diaphragm above bottle screwed to it, funnel at ~40° angle collects milk, channel at end of funnel runs into bottle and not into diaphragm because gravity. This brand was chosen in part because it's less complex than others (e.g. no valve inside the bottle), but googling other brands will demonstrate how little variance in design there is.

One month, if it should even take that long.
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>>
>>482776
>not understanding how an anonymous board works
I said no such thing faggot
>>
>>482723
Because
1. Its a actual object
2. The real challange is to figure out how to render those materials(since the default for transparency tends to be glass)
>>
>>482956
an m203 is an "actual object"
>the default for transparency tends to be glass
Because changing refraction / reflection IoR is so difficult
>>
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stop arguing faggots and make the damned item.
>>
>>482991
You have the profile of the handle wrong.

The handle's profile resembles women's long hair.

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it involves painting/reskinning a model

and

[spoiler]source[/spoiler]
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>>
I also need some one who can create there own models, not shit but not insanely good
>>
>>483117

Point the seam toward the sealing where it cannot be seen.

Add a concrete joiner in the wall where the pipe connects or you will need to to paint some shadows and cracks around that part of the wall.

Textures are stretched and will need amending as you have asked.
>>
>>483129

Point the seam towards the ceiling*
>>
>>483117

Your best bet is to change the texture/make a custom texture and stretch it the way so it doesn't look stretched in game.
just search for the texture in the game files, open it in Photoshop and make a new one.

You can't really edit the UV maps or edit the model just like that, you would need to export the model to a 3d model editor, edit and then import it again, but importing custom 3d models into source engine is a pain in the ass, so it's not adviced.
>>
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>>483127
hey buddy

>>483136

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Why does /3/ never talk about interactive media? I keep seeing threads here about video game creation and discussing the game industry, but that's about it.

For example, I've been thinking about creating an animation and using something like Unity to allow the viewer to rotate the camera around a central pivot point and view the animation from any angle they want.

Why doesn't /3/ ever talk about stuff like this?
>>
You're describing realtime animation and almost everyone here who's a pro like I am works on dem thangs
>>
>>483180
I've never seen realtime animations that let you change perspectives. I'm not saying they're not out there, but I've never came across any.

What I had in mind was being able to move the camera around as you're watching an animation or looking at a 3d scene, similar to walking around a sculpture in an art exhibit to get a different vantage point. I know there are 3d model viewers that let you do this, but I want to know if there are people that apply that functionality to animated videos and finished renders.
>>
There's an animation that comes with the Google cardboard app that happens around you and you have to follow it with vr.

It even waits for you if you're not looking. Pretty cool.

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What's the current character workflow in industry?
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>>
>>480184
even still, the nose is completely wrong which wouldn't happen with a scan
>>
>>482909
>the nose is completely wrong

I noticed it too. The actual nose is "right" but perhaps aesthetically unattractive. My guess is that the art director didn't like the actress' tomato nose and told the artists to fix it, resulting in that joke of a nose with the exaggerated nares and warehouse nostrils.
>>
>>479047

you atoopid.

OP. stay as low poly as u possibly can, Zshpares are your best friend, ik a lot of people like to get a regular clay dynamesh and start pulling but i find that annoying and always ends up with shity result. create the basic shiluate of your model using zshpares, than at very low poly use move tool to bull in your 2ndary shapes. than divide and do the same up untill its near detailing time, than you can dynamesh if ou want and work on the same details, after that zremesh and project everything so in the end u'll have a game ready mesh at level 1 subdivision and a fully detailed model at the last subdivision.
>>
>>479091
No it doesn't breh, stop being trash tier and try it out first.

>>479138
Nope. No game studio does their base first now. You get your 2D concepts, then do some 3D concepting based off of that, once the design is finally approved, you refine the sculpts, retopo and project details.
>>
>>479047
actually you'll find every experienced 3D artist creates a low poly mesh first.

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I need to find someone who knows how to make 3D models for Counter Strike or the Source engine in general. I play to enter the map into the Mapcore contest. The map has had support from many people but now its time to give it the polish it need to look good. Here is the layout for the map. Any one interested?
1 reply omitted. Click here to view.
>>
>>483161
How do you qualify. Show me some work
>>
>>483162
you first. explain what this map is supposed to be and how it qualifies as a good strategic map
>>
>>483164
I like this.

This is a map that is meant to focus on simplicity and strategic variety, the main goal is to allow the player to do any type of strategy with the only limit being the skill of the players. The goal is to make the map as functional and as clean as possible, while keeping it aesthetic. I want to the map to be easy to learn for new player and older players by making this a competitive map that will appeal to the mass for being simple and allowing complicated strategy.
>>
Cont.(Had to do something)

A site(right) Is a lower elevation than B site to give choice and more dimension to the map. B site (left) has windows on top to give both sides a good amount of smokes and pop flashes.
>>
bump still looking for someone

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Why is everyone here OBSESSED with the 3D industry instead of just enjoying the process of creating 3D models/3D art?

Everyone is judging the other and usually saying something that they will never make it into the 3D industry.
Or people are constantly asking how long it will take to get a job at a movie art studio.

It's a phenomenon I only witness on this board.

It's like people on /o/ would spit on each others maintenance or tuning job saying, they'll never make it into the car industry/will never get their own designed car into production.
Or that /g/ people will never become Bill Gates.

What's with the obvious obsession with fame and money on this particular board?
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>>
>>482457
>>never learned more than a few words
and the reason is
>>didn't give a fuck about anime/jap pop culture/etc.

if you're completely ignorant towards the country you're living in, of course you won't properly learn the language.

the deeper you dive into the whole culture and stuff, the easier it gets to learn the language.
>>
>>482516

Yeah, you completely misunderstood the point of my post.

I wasn't completely ignorant towards the country I was living in; surprise, but you don't have to be an anime weaboo to have a good time in Japan. There's a lot more to that country than otaku bullshit.

When you're dealing with real, actual Japanese people, you quickly find out that they're just normal people with some cultural quirks. There's nothing particularly special about Japanese women, the food is a lot more complex than "rice with sriracha," their TV isn't 24-7 anime, and they generally don't get the "latest tech" faster than the US (unless all you care about is what Sony and Nintendo are putting out). The misconceptions around here of what Japan is really like are staggering.

Oh, and the language? When you're only going to be somewhere for two years and spend most of your time working to people who speak English almost as well as you do, you won't feel a pressing need to learn the local language either.
>>
>gun model WIP
>gun model WIP
>hey guys how do I make money with 3D
>gun model WIP
>lol blender is teh suck
>actually finished gun model (yt tutorial result)
>hey guys rate my gun model
>guys how do I get a job in the 3D industry
>it's shit
>gun model WIP
>attempt at anime character with creepy standard UI openGL lighting / pitch black shadows
>hey guys I just got into 3D and sculpted this head what do you think about it
>gun model WIP
>lol he's using X while Y is the objectively better 3D modeler
>lol he's not using what pixar is using, he will fail in the industry

Comment too long. Click here to view the full text.
>>
>>483223
I got b& for making that as an OP, but yours is objectively better

There are too many people on /3/ who would rather talk than work and it's time they left
>>
>>482520
>you won't feel a pressing need to learn the local language either.

That kind of rules out theater, movies, television, music with lyrics, reading more than translated newspapers, doesn't it?

Classic story about immigrants who move to the US and expect to eat their first American meal, having bought a drum with a picture of fried chicken on the label (but unable to understand what the word "Crisco" means) comes to mind here.


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