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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.
72 replies and 56 images omitted. Click here to view.
>>

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Why 3d modeling seems to be so hard for me? I mean, I really wanna get into some serious projects, but after 2 hrs modeling, I just get incredibly frustrated by my mistakes, my model doesn't look how it should, and I dump it, and repeat the loop, what do I do? I love game models creation but modeling really kills it, why is that? I use 3ds max and I know it pretty well, I also studied a lot, modeling techniques and shit, still feels like im at the starting point
>pic unrelated, shotgun I wanted to make
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>>
>>536912
if you can model this you can surely model the picture in the op with no problem

but this is probably not you who did this
>>
>>536915
Did anyone ever tell you how much of an asshole you are?
>>
>>536920
a revolver is 2 times harder than the rifle in your pic.

but maybe im missing something and you are stuck at a particular part/area that you are having trouble with.
>>
>>536921
but as you can see in the pic that revolver is not correct
>>
>>536935

3D modelling has to be the most straightforward discipline in CG. Model something. Does it look like the reference ? If not, make it look more like the reference. Start parts over as many times as needed

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thought the first challenge was a little bit too hard.

so i wanted to make something easier this time.
MINI IBIZA SPOON KEYRING. for you know what.
you have until sunday. congrats to the winner (who made the weird looking anime girl)
>>
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>>536886
>>
>>536886
>>536922
>hard surface
>>
>>536886
>>536922
>>536923
>hard surface
>>
>>536886
First, get a better resolution image if you want anyone to take your "challenges" seriously.
Guys on /3/ are already incompetent modelers, they need all the incentive you can give them, else you will only get text answers.

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>I'm a generalist
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>>
Good luck with that cement ceiling .
>>
The biggest mistake you can make is to assume that the only career you can have as a 3d artist is in some studio.

The amount of random shit that people want everywhere is a great source of income if you know how to find those jobs.

My rent has been paid almost this entire year from doing simple animations & graphic design.

Yeah I may not be working on a game but I'm still getting paid; and I'm definitely not focusing one area either.
>>
>>536802
Did a generalist break your heart or something?
>>
>>536877
I don't know, they never get employed so I never see them around :(
>>
I wanna know know the extent of knowledge you have in each area. Like, can you make rigs with advanced muscle systems, can you make good dialogue animations, can you handle advanced render nodes n stuff? How good is your sculpting?
I honestly wanna know.

Hyperrealictic 3d lolis when?

Also how do i get into daz/poser/iclone to make 3d pr0nz for myself and not publishing?

Is it possible to make a 3d clone of someone in programs like reallusion's character creator? If not then how?

Plx respondddd
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>>
>>536834

I think that's the figure from >>535251 thread
>>
>>536312
I reverse imaged searched it.,.. its made by a Japanese digital studio.
>>
>>536493
We are apes.

You're an evolved ape alien.
>>
>>536487
.fbx when
>>
>>536874
Yes, ape dna spliced with alien faggot dna

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>RWBY is getting a 4th season
>some anons favorite anime got cancelled in the middle of it's first season
HAH
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>>
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>>536887
White's ass is the only reason this series exists. One single ass, enough to sustain four seasons of pointless, middle-school-tier trash. Never underestimate the power of the ass.
>>
>implying ruby would even last on tv

its all the autists keeping it afloat.
>>
>>536887
I tried watching this because every autistic animefuck I've talked to praised its animation quality and writing.

I opened the first episode, they started the series off with a fucking le ebin anime fight scene uguu, and I just closed the tab.
>>
>>536933
Well yeah it's an anime rip off so if you don't like anime you won't enjoy it even from a stupid fun perspective.
>>
>>536936
No, that's the thing.
I've watched plenty of anime and had a good sense of what I was getting into, but the first episode of this shit was basically just every anime stereotype turned up to 11.
I've watched anime that were genuinely just "good shows", disregarding the fact that they were anime.

I wasn't impressed, even if I'm lowering my standards to "it's just an anime" levels, which I shouldn't even have to do in the first place.

I'm using the knife project on blender, and when I set my mesh to smooth shading, the plane looks horrible.
Any tips to fix this (besides using squareish flat faces)?
What causes this exactly?
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>>
>>536641
You can use remove duplicate vertices to remove the ones made by edge split, so why is it not a good idea?
>>
>>536689
because it adds polygons and it works in the same way auto-smooth does, so why use it?
>>
mark the edges as sharp
>>
>>536641
Never apply the edgesplit modifier, of course.
And autosmooth is better, but not supported by all (external) renderers.
>>
>>536600
>>536602
These are wrong

Your normals are fucked because that's how normals work... You have a 90 degree corner there, and smooth normals aren't going to handle that well. If you want an edge to be sharp, you need to mark it sharp. That essentially creates two separate normals.

That's what this:
>>536620
will do.

These are also wrong:
>>536641
>>536695

Edge-split is intended for exactly this scenario and it does not add polygons.

Comment too long. Click here to view the full text.

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Whats a good series/DVD to watch to learn how to use Unity from scratch?
9 replies omitted. Click here to view.
>>
>>536816

https://m.youtube.com/watch?v=gvZ4PtuSdVE
>>
>>536823
Thanks.
>>
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Don't want to start a new thread and this one seems kinda related. If I'm not a 3d artist, but make stupid small games in unity, can I still share my shit here? Can't find any game development related board.
>>
>>536903
/vg/ /agdg/
>>
>>536909
Check out this magic trick:
>>>/vg/agdg/

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So what does it take to get into film industry for modeling and texturing instead of video games?

Not interested in rigging, animating etc.
7 replies omitted. Click here to view.
>>
>>536012
Take whatever Jr studio for tv and movies modeling/surfacing jorb you can get. Don't be terrible. Bigger places will separate character modelers from all other modeling. Learn maya is more standard now (north america), but knowing more software is allllllways better. Go to cg meetups, just meeting ppl gets you in when they know your stuff personally.

Fucking listen to people once you get there. Learn all you can forever.
>>
>>536116
>a good portfolio
so you dont need to show anything to get into any other CG related industry ?
>>
>>536012
What the other anon said. You gotta make good stuff then show it off in ur portfolio
>>
>>536058
Because I have no desire to get into this industry.

Why are YOU here?
>>
isnt the vfx industry one of the absolute worst when it comes to digital art?

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Poser a shit Edition
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>>
>>536831
did you just search for "arab models" because if so i think i know why you're getting a bunch of models of arabs and "ARAB CITY": they were tagged with arab on their websites. i don't tag my models with american, but maybe i should to get in on the foreign market looking for models from america.

go to https://www.google.com/advanced_image_search and search for models but set the region to places like Iraq, Egypt, Lebanon, Syria, United Arab Emirates.
>>
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there's a wireframe render that shows it has good topology, they have good videogame assets with general military people and vehicles, but this just sticks out like a sore thumb
>>
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>>533692
>ITT: We ridicule pretty decent models that 99.99% of this thread couldn't make if their life depended on it.
>>
>>534926
i think im intentionally terrified.
>>
>>536901
IM SCARED

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is it possible to make very complex animations without mocap? or is it possible but extremely difficult?
87 replies and 6 images omitted. Click here to view.
>>
>>535943
that could be more plausible
>>
>>535976
Not him but that was a pretty good question
>>
>>533133
Look at P.N.03

all handcrafted

Gamecube
>>
>>533139
Movie animation is ridiculously busy these days desu. They put a trillion pointless gesticulations and microexpressions into every shot, and at least half of it adds nothing at all except maybe a slight distraction. The right movement done the right way with the right flow and emphasis is worth a thousand wobbling busywork details.
>>
>>533133
Yes OP. this is hand done

https://www.youtube.com/watch?v=AJIXk_sHR5M

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Previous thread:
>>533615

Outstanding questions from previous thread:

What is the w dimension?
Is it possible to use the inverted normals method of making cartoon outlines in maya?
Is there a mask selection tool in 3Dsmax?
Is there any reason to use topogun / 3dcoat vs. a down subdivided mesh from mudbox?
Are there any sites specifically for cycles shader examples?
How to get better at UV unwrapping for someone only familiar with Maya?
Is there a way to have a "straight curve"" in the soft selections in 3ds max? Like, instead of having a pinch or a bubble, making the deformation linear, like a cone.
What is VXGI? Is it kind of path tracing rendering or what? I do understand that it's voxel based, but I can't get WHY and what is this about, and reading about it doesn't really help.
What are some good sources for learning online (Maya in particular, but I'm also interested in Nuke and the whole vfx pipeline)?
I've never rendered anything before and every time I open the render viewer everything is ridiculously darker than it is while I'm in the workspace with the lights activated. Even when I change the gamma. Trying to render a PNG with Arnold.

Comment too long. Click here to view the full text.
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>>
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>>536878
Found out, I just had random pins I placed.
>>
>>536842
>Are there any sites specifically for cycles shader examples?

CGMasters have some great tutorials on cycles shaders, as does Cynicatpro. The 'procedural' tab on Blendswap is good too (can be hit or miss but still interesting).

There is / was also some website that was like "blender material library" but nobody uses it and the shaders are all pretty uncomplicated or duplicated on blendswap anyway
>>
What sites can I use to reach out to freelancers to commission single pieces of work? CGSociety seems to be more specialized in longterm employment rather than contract work
>>
>>536893
cgtrader,blenderartists
>>
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>>536842

can we get some updates in the sticky?
both links on "character creation" 404'd and i need some tips with topology for animation

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Hi /3/, what's the best website of free program for photogrammetry? I'd like to make a 3D model from photos of statues and figurines I have lying around. I'm considering using Autodesk 123d catch but if anyone knows something similar that produces better quality results, I'm open to it!

>Official Wiki
https://developer.valvesoftware.com/wiki/SFM

>Resources
https://sfmlab.com/

>Tools
https://developer.valvesoftware.com/wiki/Blender_Source_Tools
https://www.blender.org/

why don't we have a general again for it?
Post anything and everything SFM related.
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>>
>>535779
Thanks, just making sure I didn't miss any obvious communities.
>>
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I've imported a SFM model to blender but cant figure out how to get the eye materials right. I've got all the proper maps from the VMT file but cant figure out how to combine the maps used by it in blender. I figure it's some sort of layered transparancy or something?
I suppose I could just reproject the uvmap or use a different eye texture all together?

Pic related is how it looks in SFM/MDL viewer.
>>
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>>536028

I did a quick remap using the base texture. Where is the iris coming from? I checked image's layers in GIMP but it's only got the one. Also shows up black in rendered mode.
>>
>>536030
I'm a goof. It was all an issue of plugging transparency into the right node in blender.
Is there a term for what seems to be a hidden layer on these textures?
The alpha channel shows the iris details but I'm not sure where the color comes from.
>>
>>535779
There's also rule34hentai which has a few select things under model_release. Just make sure to create an account beforehand to access the loli models and watching loli content.

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Share your work here with others.

https://discord.gg/qyFAXSz
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>>
>>535082
that metal texture on the blade is top notch
>>
>>536580
used black magic
>>
>>536623
That's racist, it's called VOODOO
>>
>>536624
pardon me I slit a niggers wrists and said fuck you nigger and then I used the black magic that nigger had in his truck
>>
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bump


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