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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.
>>

So /3/, I've been considering to learn the basics of a game engine to make some motion graphics and other simple videos. Real time rendering is a great idea if don't need a perfect physically correct render..

So, since those two have been given for free this week, which one is easier to learn and give better results?
25 replies and 1 image omitted. Click here to view.
>>
>>465481
I said what was needed for programming, not what was needed for programming well.
If you want to actually be a GOOD programmer then look up the clean code textbook that's available for free with a simple google search. That'll have you writing code so sexy it can be read as easy as plain text.
>>
>>465482
>>465483
thank you based anons
>>
>>465428

If the Unity Asset Store has tools that get you close to the type of game you want, then go with Unity. But if you need to do things from ground up, go with UE4. It also seems to be better optimized too, as the UE4 demos look and run better than the Unity 5 demos I've tried.

But I'm still going with Unity 5 with my game project. I'm doing a point and click adventure game, and with the tools in the Asset Store, I'm already pretty much 90% done on the technical side (interface handling, game logic etc.), and can concentrate on art and writing and such. I'd have to do a lot more starting from scratch with UE4. But hopefully the UE4 marketplace ecosystem grows in the future.
>>
>>465469
>Use the asset store
>buying other peoples art and programming
>"good"
>>
>>465517
> buying other peoples art and programming.

Paying for qualified labor??? Just what fucking planet are we talking about here?
If even fucking artists and code monkeys can have money I don't even want to live anymore, let's all end it now.

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Let's get another questions thread going instead of flooding first page with questions.

Anyone know a trick to fake geometry thickness? Mesh on left is essentially what i want, but only the edges need to be thick. Right seems like it could work with a double sided material, but it's also non-manifold and will probably cause issues later.
197 replies and 50 images omitted. Click here to view.
>>
Can anyone make this texture? It's fascinating. It's like fire, but it arcs. I feel like it's some kind of modulated noise masked and embossed, but I don't know what kind of noise could possibly look like this.

Ref:
http://youtu.be/TluRVBhmf8w?t=27s

I've been trying on and off for about 3 years.
>>
>>465493
is this a joke?
>>
Is Maya 2015 really slow for anyone else?

When opening a file and saving a file it always takes like 30 seconds for me. It also hangs for a bit whenever I switch back to it from something else. I didn't have any of these issue with 2013
>>
>>465511
yep

jk

no
>>
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So i have this cool 74 model, i ripped the skeleton buttstock from the simular AKS-74U model. The 74 is baked already, but i have no idea if the buttstock still baked if i import it to the other model, at least it doesn't look like it is.
Do i need to rebake the whole model and UV map it ?

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Anon, I'm so tired I spent half a day on that and still can't figure out how to do that. I need to make a cutout in that dress right where it's unmasked.I was trying to move it up with a Move tool but it just breaks all polygons. I try to Dynamesh it but it all becomes covered in holes. I tried slice tool and cuts through the whole thing instead of just one fold. How people make these nice dresses at all?
1 reply omitted. Click here to view.
>>
>>465253
But it leaves ugly square holes. Plus when I close holes it closes this cutout completely again but with some weird triangles.
>>
>>465255
Just smooth it m8
>>
>>465257
It's not smoothing as it's low subdiv. And when I close holes it just closes the whole thing again with with some ugly shit.
>>
>>465248
Learn to make a human body first

http://www.amazon.com/ZBrush-Digital-Sculpting-Human-Anatomy-ebook/dp/B004H4XLJM

http://www.amazon.com/Artistic-Anatomy-Dr-Paul-Richer/dp/0823002977/ref=sr_1_1?s=books&ie=UTF8&qid=1425532210&sr=1-1&keywords=artistic+anatomy

Then make clothing for it, I'd just use Marvelous Designer 4

http://www.marvelousdesigner.com/

Finally import that into Zbrush and clean it up in Zbrush
>>
>>465248
Oh god, nobody here knows how to fucking use ZBrush.

OP, with the masking like that, go to Subtool>Extract, turn off "Double" and set Thick value to a negative of around -0.03 or so. Then hit extract and you'll get what you need. Click accept if it looks good and it will make a new subtool with the extraction.

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3D/CG WebMs, anyone?

Post sauce if can. I'll start: plane crash scene from White House Down
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>>
>>465295

And shoving retarded OC fanfic bullshit in every two seconds to pad out the length of a trilogy when a better adaptation could easily have been less than a full movie.
>>
>>463360
Different anon here
It's definitely not average, but it's nothing that special. You can see vertexes around his lips and mouth that completely ruin it for me.
>>
>>465279
Got to agree.There's a difference between suspension of disbelieve at supernatural / magical phenomena that can be explained within the laws of the world the characters are in, and cheap poorly executed vfx.

He could have been trailing the breaking edge closer, and used 1 or 2 falling pieces to quickly scramble back to the top. Or at least show a second of slow-mo as he initially begins to fall, then come back to real-time as he recovers. As it is, it just looks like everything's under anti gravity.
>>
>>463298

/k/'s wet dream - the movie
>>
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>>463299
>recording her turning something
>use a CG render and animation over her
>the only thing that's not CG in the scene is her face, which, you can't see it all most of the time
Was it really necessary a suit and all that scrap in the original shot? seems redundant to use some things and ending up not using them in the final product, like just record her face, it's not like it's a deep and hard to act expression

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Its a few spheres with offset rotation in a 100% reflective sphere with animated geometry noise displacement and rendered with 20fps motion blur
https://www.youtube.com/watch?v=D-p4scQlAfA
>>
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>>
>>465455
just a test
>>
Dat gimbal lock

So I'm a runner in the CG Student Awards this year and decided to shamelessly self-promote myself. Tell me what you think and vote if you want.

Anyways, general portfolio, demoreel thread

http://www.cgstudentawards.com/student-of-the-year-vfx-anim/david-viramontes
3 replies and 1 image omitted. Click here to view.
>>
>>465434
Yeah maybe, anyways, I hope other people promote their stuff too, I would love to see more demos
>>
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>>465389
>Those fucking bear ears.

Who are you trying to fool with this shit OP?
>>
>>465500
Oh shit cover blown
>>
Was actually pretty fun/well animated. Shame the lighting / textures / detailing is so poor.
>>
>>465508
Thank you, I focused on animation, there was so little time left for the rest of it.

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does any /3/ anon do arch viz for a living (freelance) ?

how much do you charge for your work ? do you charge an hourly rate and then a percentage markup ?

how long would it take you to complete something like pic related ?

> inb4 OP is grateful for your unbiased opinions
> inb4 OP cant inb4
29 replies and 1 image omitted. Click here to view.
>>
>>465256
That's actually not that much. I personally charge 400 a day and that's pretty average for a skilled freelance 3D Artist.

THAT BEING SAID, before you start going apeshit thinking this is gonna get you rich, the amount of taxes and other shit you have to pay for when you're freelance is fucking insane. That's why the rates are so high, because you don't get to even keep half of that money.
You you work from home like I do, you're gonna need your hardware and a shitty gaming PC won't do, you're gonna have to shell out a few thousand for an actual Xeon workstation. Then there's the software which is expensive as fuck so there's another few thousand gone for licenses. And now with Adobe fagging it up you're starting to get more and more monthly fees for software too.

Bottom line you don't make much more than if you were an employee. If it goes well you make a little more but it almost isn't worth it because you actually have to deal with the annoying ass clients yourself instead of your boss/producer doing it for you. And you carry the entire responsibility yourself, if you fuck up or bite off more than you can chew with a job, it's your ass on the line and nobody is gonna help you out.

So yeah don't read too much into those numbers. If freelance was easy money everyone would be doing it but it's not.
>>
>>465501
>THAT BEING SAID, before you start going apeshit thinking this is gonna get you rich, the amount of taxes and other shit you have to pay for when you're freelance is fucking insane. That's why the rates are so high, because you don't get to even keep half of that money.

work locally if you're any good at all. Cash only.
>>
>>465071
While I'm at it, as for OPs questions:

>How much do you charge

See post above

>Do you charge an hourly rate
Most people charge daily rates if they get to charge rates because there's almost no jobs you'd do in less than a day. But in practice it never happens because the client always fucking wants a fixed price. And even if you agree on one that you think is really good in the beginning you always end up working more because that's exactly what the client wants, getting you to work for free.
If you actually do get someone to agree to a daily rates they're gonna rush the fuck out of you at every corner because time is money now.

>How long would it take you to complete pic related

Depends, if I use a lot of finished props which is basically what Archviz consists of now you can do this in less than a day. If you got well made, textured and shaded props in library throwing something like this together is kind of a joke.


Comment too long. Click here to view the full text.
>>
>>465502
Is this supposed to be a joke? That might work if you're unclogging toilets but no client worth a shit is ever going to pay you in cash without a bill for any serious 3D work. Plus if you don't work officially, you can't make a contract and if you don't make a contract people are going to try and fuck you over.
>>
>>465505
>serious 3d work
>not even working with a local startup, getting paid in cash
>living out in the sticks

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Hey guys, I just got into this sort of stuff, I think? I started using this SculptGL program, and im not sure if it fits more into this board or /ic/

https://www.unrealengine.com/blog/ue4-is-free

what do you think about this /3/?
12 replies and 2 images omitted. Click here to view.
>>
>>465298
There is a presentation on Thursday though.
>>
>>465227

I like it. Makes sense to offer it for free since Unity 5 and (maybe) Source 2 are going to be digging at the free market too.

It needs some polishing but there are already tonnes of people working on the coding as hobbyists.
>>
>>465417
source 2 was confirmed free yesterday ya dingus
>>
>>465471
Which is what I said.

Reading comprehension goes a long way.
>>
>>465495
>this amount of edge

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I'm a little bit of a faggalo when it comes to torrenting. I'm fine with movies an music, but I imagine software is pretty high priority, so is there anything people do to protect themselves better for bigger things like software? Or am I just over reacting?
5 replies omitted. Click here to view.
>>
>>465364
CGPeers is the go to place now for all things CG related torrenting, tonnes of shit you'll never find on public torrent sites.. It's invite only now, but I think registration opens each weekend or something? dunno.
>>
Shit only goes down when you're making lots of money and the company comes to search your office.

They don't care about some dude pirating their program.
>>
>>465360
What about software that requires online activation? What will you do then?
>>
>>465378
seems legit
>>
>>465451
there are ways to trick software into thinking it has already performed its online check. And there's already been instances of people setting up fake servers that trick the software into connecting to it for validation instead of the company's.

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Hey everyone can somebody help me? I'm working on a custom hockey player model. I've got custom textures and everything but I'm hopeless at ripping models. Would anyone be able to help me out by ripping a player from NHL 09 for the PC? It would be much appreciated!
6 replies omitted. Click here to view.
>>
>>465383
rigs
>>
>>465331
>:p
>>
>>465383
Is that even possible? There's no PC version for NHL 15
>>
>>465383
If you can rip from a PS3/xbox 360 game by all means be my guest that would be incredible!
>>
Bump

So Autodesk are making a game engine from BitSquid, which they acquired last year - what do you think /3/?

https://www.youtube.com/watch?v=qgANdVp3aQ8
13 replies omitted. Click here to view.
>>
>>465164

Blender's game engine is like a tumor that should have been removed long ago but the user community keeps letting it grow
>>
>>465470
What other reason would there be. Do you think it's going to be an actual competitor?
>>
>>465485
what do you mean, "competitor"? Loads of people that use GPL simply wont use software thats not licensed under the GPL because it removes their freedoms. So there's that.
>>
>>465486
I was referring to Stingray being a competitor to the market.
I know BGE is shit and I have a strong feeling that Stringray is going to be no different. Perhaps a tad better performance, but not even close to decent.
>>
>>465490
GPL software is also on the market, you just have to comply with the terms of the GPL in order to preserve the user's freedom.

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Looking to get rid of this tri without adding extra edge loops around the whole model?
>>
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connect it to the same edge loop on the other side of the model
>>
that'll do it. thanks

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Its out!

>example scene gameplay demos
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>>
>>465424
Wow. Graphics just past PS2 level. This really seals your argument
>>
>>465438
that has nothing to do with "muh triple ehhh". Look at fucking WoW
>>
>>465439
There is nothing wrong with unity, you're just trying too hard.

It seems like some anon triggered an autism tantrum
>>
>>465424
You don't make 100% of a game in just the game engine.
Welcome to the game industry.
>>
>>465443
>this literal idiot


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