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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
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,
-Softimage XSI
-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.

I am making a forest like this in Blender (I have the trees yet) so I need ideas of how to make the floor
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Surely thou doth jest? You'd do all that in post

>so I need ideas of how to make the floor

Sculpt a plane
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I made this one a long time ago. I think this scene took something like 18GB of ram but if you're smart you could proabably do in a quarter with bigger particle batches and less polys per particle. Plus there's not too many leaves going on in the op scene.
fuck me, can't tell if its cg
Sculpt a plane but put lots of forest junk over it
Didn't this get used as a splash image a while back

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I've tried traditional 3d modelling all my life but I just couldnt get into it . As soon as I got into sculpting it just came naturally to me .

Can I succeed in this business with sculpting alone ?
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rolf. go ahead sing me a song of ivan
thats fucking retarded not scary, yo
Bumpo for more sculpting less faggotry
Japanese demons operate on the concept of mystery.

They are universally very poorly defined in classic literature, except for the major details (what the demon does for a living), and the rest left to the imagination.

The only artistic depictions you will see of most demons are in modern media through comics, cartoons, and TV.

So in the end, being a weeaboo is your best bet if you want to learn about Japanese demons.
Actually, I have a better comparison.

Japanese mythological entities, especially ``yokai", are akin to Lovecraft's Gods, except they play a more localized and less influential role.

hey /3/, does anybody here go or went to Gnomon school of visual effects?

how much does this school even cost?

I remember seeing that the tuition was 25.000$ (tuition usually just mean 1 year)


now their website says its $9,511 per term (8 terms in 2 years)
so its $38,000 per year.

did they jack the price or what? if you are a student, how much did you pay for the whole 2 year or the 3 year program.
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>You don't need that much sleep to be honest. You need 6 hours at most
Source? Maybe if you're not the average person. But the general research supports seven to nine hours as being the best range. You might not be consciously aware of the effects.

>You need to have a quality portfolio of a senior artist to get a job
This literally isn't true, I know tons of people who didn't have kickass portfolios but got work out of school. Maybe if you want to work at a leading studio as a character artist or something, but you're implying just to get a job you need to be senior level, lol.

>14 hours should be minimum a day.
You think more hours automatically = better work?
People won't pay you much right after graduation. The best thing you can do is go from companies to companies to get profit faster. If you want to go in the industry, you'll probably have to move out and go where the industry is based which can be a hassle if you're crawling under a pile of debts... You can get a good education without paying that much.

Also, you will NEVER have the highest paying job after graduation. You gotta still work for it afterward.

A new dude at my workplace just moved from ILM in LA to Montreal because life is cheaper there and there's way more opportunities in the VFX industry. He's paid more here too! LA isn't end game nowadays. Most companies are actually leaving LA because it's too expensive to be localized there anymore.. And if you're afraid of the french canadian pleb that we are, Vancouver is another option that is less expensive to live at.
School only initiates you. You never stop learning. YouTube is your best friend when you need to quickly learn something. Sucess in this field is knowing your shit. "How" your taught is irrelevant.
>Idiot scum who want to be spoonfed don't deserve a job.

the stupidity has no bounds. so getting an education / professional training is being "spoonfed" and means you don't deserve a job?

but the retard that stayed home and learned half the material in 3x the amount of time is the hero, right?

I can tell, actually, i know you never went to school, i highly doubt if you even graduated high school and didnt just drop out to become a "gaym designer" but instead sit on /3/ all day and have a triggered attack when someone mention the word "school"

> Lets face it, a person who is doing 16 hours a day for three years will have 17,520 hours on 3D art.

people are not lifeless basement dwelling neck beards living of their mom to spend 16 hours a day and 5 years learning 3D. people have jobs, and a life.

a smart person would rather spend that 60-70k to go get a 2-3 year professional education, start working.

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

i got to talk to tehmeh, he was really against school and his band a merry followers preached the same shit he did. FZD is a scam, Robertson doesn't know what he's talking about, if you want to git gud then study old masters and paint non-stop all day. So why is schooling better than doing it on your own? Can't you get more done on your own?

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>>519948 bump reach
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working on low poly, first time doing handpainted characters
Any experienced in 3ds max? Is there any modifer or automated way to turn a square into an even cylinder? As in consistent radius around the circle?
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fixed him up abit, also, he knows kung fu now
This is mocap, right? Looks awesome.
yep. its from mixamo

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help me.
honestly where did i go wrong and how can i improve?
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yeah i messed up the uv by painting before i applied the mirror modifier and i was so far along i just decided to finish. i'm taking a break and then i'll completely redo the texturing.
yeah i looked it up. i did it exactly how it told me to in the tutorial. sorry if it's wrong or it looks odd.
>i'm not ready to use materials just yet

The Node Editor is daunting at first but once you get used to it, it's fun and easy and powerful.

Another thing to do with your Startup (btw just to be clear, I literally mean setup a .blend how you'd want for every project then File -> Save as Startup) is make custom layouts

Ctrl Arrow Left, or Right will cycle through Layouts; it's a really fast and easy way to swap between node editor, anmating, scripting, etc

Also shift + space will maximize a window temporarily

Try doing one of those shitty youtube tutorials on Glossy Fresnel, it'll make a huge difference. So will having a nice HDRI for lighting, or even just a Sky Texture for your World lighting
thank you that was very helpful. i'll try dabbeling into the node editor later probably tomorrow but for now i'm gonna rig this thing. should i do animations in blender and import them or just do the animations in unity?
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here is my UV map that i am currently using. let me know if there is something i can do to optimize it. keep in mind that i'm using a texture that is detailed and i'm trying to hide as seams as much as possible.
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final update for the night. re-textured everything from scratch. i'll work on it more in the morning. it's 3 am i'm going to bed.

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How are my cogs /3/?

Chamfer the edges to create better specular highlights.
you forgot to mention to chamfer them with a radius, a circular chamfer

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Have you been looking for any kind of tutorial on something random or overly specific that you just can't find? Or even if the subject is strange or taboo and this just had to find information on? I'm looking for ideas for tutorial vids I could do, but I don't want to just make the 10 millionth "how to model a head" tutorial.
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Yeah, I haven't found good tutorials for blender for a streamlined way to create large backgroun envrionments like this one here I created.I now know how to do large mountainy forests, but I don't know how to do fields, rocky things, other shit without it looking like shit. I'm interested in blender.
I was searching for inner sharp corner adjusted to smooth surface topology tutorial for hard surface modeling
why would you do that in blender

Personally I think to many tutorials are paint by numbers. It would be cool if someone could do a tutorial that was more free and allowed the watcher to deviate a lot with their own ideas.

CG geek has a bunch of scenery stuff for blender. Honestly I see a lot of the type of stuff for blender on youtube.
Cause it's a hobby for me and I don't wanna torrent, pirate and learn 10 million programs. Blender and cycles are hard enough for me to learn in my free time, I don't have time to learn clarisse, 3dsmax, vray, renderman, etc.
I don't want to "work in the industry".

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Thinking of buying quixel suite 2 and not sure if it would work with my portable version of photoshop CS6. Has anyone had any trouble with it?
Why are you buying it for a pirate version of photoshop though.
well ive been using the portable one for years as a student
Do you think they will ever remove it from photoshop? Having to rent photoshop off adobe just to use quixel is very annoying.

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In Blender, you click on the button (exemple: cube) and the primitive appears wherever the 3D cursor is with predefined dimensions (2x2x2 meters).

In 3ds max, you select the type of primitive you want (exemple: box) and you click wherever in the scene by draging the mouse, thus defining width and length of the box, then you release LMB and you define height.

Is this possible in Blender?
10 replies omitted. Click here to view.
>meme stuttering
Blender is for a different breed of modeller. We can do anything a buyfag can do and sometimes even better. So quit hatin
> blendfag got mad
How does it feel to be the peasent of the industry ? :^) Does it make you feel sad that no respectable industry uses shitty noisy terrible blender ?
that's because beginners that use blender don't know how to get rid of noise

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Wondering how you go about making these referenced duplication processes faster
For example, translating multiple objects at the same time, or in a particular pattern

Also if anyone knows about selecting in patterns as well it would be great if you could explain it for me
You can use "duplicate special" to apply modifications to the copies. For instance you can add 1 to the x axis and set the copies to 10. All the copies will be +1 down the x axis

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I have gone through all the tutorials in 3dsmax and played around a bit, as well as practising some importing from sketchup stuff.

I am looking for tutorials on using vray with 3ds max or honestly just some general tips.

Rendering is pretty new to me, most of my experience is modelling on sketchup so I have been a bit overwhelmed with all the rendering options for Vray, but I want to get better at it. I know it will come with time but I would love some advice on just some general 'good' settings, maybe that I can even save as a template and then work form there and adjust.

One of my biggest gripes is that I'll go watch a vray tutorial on youtube and then out of no where half of them import images from places that they dont give links to or not even cover what their current render settings are, and when i follow their instructions my shit always looks vastly different.
Buy (yeah right) Grant Warwick's vray course. If you're interested in how vray really works there is no way around it. None of the other tutorials out there come close.

Most of it deals with 3.0-3.2 and a lot of the advice concerning optimization no longer applies to 3.3, but the logic and reasoning behind it is still good to know.
Care you bring elaborate on why the optimization isn't as needed in 3.3? Was 3.3 a very large update?

Asking cos in using 3.2 at the moment but I might upgrade if it's worth it for starting out
Optimization is still needed (only if you care about render times, of course), but the process has been greatly simplified.

3.3 introduced an updated adaptive image sampler that only requires you to adjust the AA subdivs and the color threshold to optimize your scene. No more fiddling with the scene subdivisions and other settings.

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Okay, so I've always wanted to get into animation. I am 100% prepared to get my feet wet and dive in but I have absolutely no income to even think about going to school. I've gone so far as to make fake emails for Autodesk, downloaded all that, I've pirated a few other programs along the way.

I'm ready to try and make a career out of this. I know eventually I'm going to have to pay for this stuff, any income I get is going towards buying the programs, but is this a feasible idea? It's going to take me years anyways to get good at these programs but is it possible I could pull off an education on my own? I'm already signed up for cgpersia, I'm downloading a bunch of courses. I've been watching a bunch of youtube videos. I have a bunch of ebooks for on the go.

Am I crazy or is this possible?
6 replies omitted. Click here to view.

These are good responses, OP.

Also, it won't take several years to reach the minimum level to get a job if you focus.

What do you mean by animation? Character animation?

Anyway, if you do go this route, I would still suggest taking an online workshop or two at some point. You'll learn, and as a plus it will look a little better on your resume.
I also want to point out the importance of having a strong artistic sense. You're learning programs right off the bat which is fine (I didn't), but remember that software proficiency is not the core skill you need to learn, unless you want to go into something really technical. While in school, I saw people with way less software skills start out in 3D and make far more appealing stuff than people who knew more software, because they were stronger artists overall.
It's possible. The best modeler I know only finished high school. He's a coworker, and he gets paid pretty well.
Totally not worth going to school for animation. I would only go to school if you were trying to learn a more technical skill like dynamics. Majority of the stuff in school are critiques anyways. Find a rig and start practicing. Everything can be found online these days from walk cycles to the 12 principles of animation.
If you want to get into the industry, realize that the only one holding you back is yourself. Below I've linked two people who never went to school for this and just participated in a mod community called FPSBanana. They both work in the industry now, and did it through dedication and the internet. The last Youtube link I linked is a guy who never went to school for animation, and just learned it through Source Filmmaker. There are hundreds of animators just like him who are self taught using SFM, and it's a good entry level animation program to learn animation. You can create really nice videos already in it, and if you feel like stepping up into the big leagues you can always move into Maya or etc. You are the only one holding yourself back, just food for thought.



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Architecture thread

Modelling a small beach city right now, I'm working on pic related specifically atm. R8?
11 replies omitted. Click here to view.
Looks okay so far, given its WIP. One thing you should do is add those little details that are important in making architectural visualization believable. Street furniture, lamp pots, bins, signs on building, manholes ect.

You've modeled the street as a flat plane, when in reality there are very few places where this is the case. the road itself has lots of variation in its height and are bumpy. There is a variation in texture on the ground where the road has been resurfaced or dug up for utilities. Putting them in will make it seem more believable. see pic.
To add to this, to make the street more natural, you need to make an incline to the middle of the road. If you go anywhere in the city, you will notice this is the case even in areas that are "flat"; this is done so that rainwater will drain into the storm sewers.
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Thanks to everybody that answered seriously. All your suggestions are extremely well received :)

A couple more pics showing more progress (without putting in practice the suggestions you said)

I will change the new building's window frames to black btw

Also, all this is just as a hobby. I'm a first semester architecture student, so I still have a lot to learn.
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Here's a render I made using some shit specs just to show something I've been planning to do...

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there's so much of it to be found in the Poser scene
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made by the Taiwanese animators?

hillary-trump porn when ?
2004 called.
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