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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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It's that time again /3/ >:)

It is that time where we have a long thread about a collaborative /3/ game where everyone would hypothetically try working together and eventually fail due to miscommunication, disorganization and lack of self-belief.

Ofcourse I cannot discard any effort that has been spent in the past for this cause. The recreation of that asian scene and the lunar vehicle game were pretty fun times. And now it's time for another era of /3/ gayming.

So what are your easy-to-make game ideas ?

Bonus question : anyone know scripting in Unity or Unreal ?
2 replies and 1 image omitted. Click here to view.
>>
>>486476
hmm a silly racer, sounds neat
>>
>>486478
I'm not sure how you do tracks for a game like that; probably tile prefabs? but it would be easy to create a chassis / base shell to build vehicles from and we could all churn out some crazy / fun shit.
>>
I would say a 3D Isometric Tactical Turn based game would be cool.
>>
>>486481
A tactical turned based racer haha
>>
>>486483
lmao that would be the most rediculous shit haha

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How long have you been doing 3d and how many hours a day do you put into it?

Also post your most recent work.
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>>
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About 3 years on and off nothing major. I started out learning Maya with a couple of friends back when I was in College because why not. That was back in the early parts of 2013 and I didn't pick up 3D again until 2014 for a month. I only picked it up again at the beginning of this month seriously, so for all the time I did in the past 3D it can be equated to about 3 months of work total. The one on the left in my first completed work, uni-kitty using Maya and the right is penny I did a day ago using zbrush. Right now I'm neet so I spend the whole day practicing, from the minute I wake, to when I go to sleep so 15 hours a day 7 days a week until I get a job then it goes down to 4 hours a day until weekends then its back to 15.
>>
>>485826
Please don't lie on the internet :/
>>
>>485905
Thank you for that, seriously. It's inspiring seeing that level of growth and improvement
>>
>>486324
No problem anon

I could actually be much much better than what I am. Like most I fall prey to procrastonation and other shit not related to the craft.

When do manage to work on something I study and work smart over pumping out pounds of garbage and that gets me by.
>>
2 years so far. Still can't build a solid portfolio though and have some difficulties with my pipeline. I also don't have any particular direction I want to move to. I try everything - 3dsmax, cinema4D, Zbrush, Unreal Engine 4, animation, vray, lowpoly, highpoly, vue, substance designer, MARI, this and that and there is no solid result as for now. I mean I'm able to create and texture models and I'm also able to rig and animate them somehow, but it's all far from professional levels. And I doubt I will find any job for me in future.
Let's say I sculpted a frog recently, retopoed it, baked normal map and brought into MARI where I textured it. Than I was working on rigging it and it was so so as topology wasn't really good for animation. Nevertheless after 2 weeks of work I brought my short animations into Unreal Engine 4 and created a small demo scene with them. Then I decided to render that frog in a high quality with Vray, but using lowpoly + normal maps for Vray is actually shitty. And I can't seem to bring that retopoed lowpoly back to Zbrush to bake high detail displacement. So I'm stuck for now and a whole month of work on that frog is basically wasted as there is no solid portfolio piece in the end.

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Is Zbrush for kids?
No offence but why is a new version of the software promoted like this

https://youtu.be/xOfibGLgD-8?t=5m
>>
Because they showed a combat knife and a grenade? I'm not sure what part of that video makes it childish. The people having small orgasms over the features is kinda stupid, but doesn't seem childish. This iteration might be the one that actually gets me using zBrush properly. Those tools look like they might actually bring zBrush low poly/hard surface workflow up to par with autodesk.

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Question thread, contain /3/ related questions here.
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>>
>>486390
It's a bit long but the secrets can be found in this video: https://www.youtube.com/watch?v=rH-cTQ0dXuk
>>
blender keeps crashing as soon as i hit texture paint. tried using zip download, still does it. anyone have any fixes?
>>
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>>486447

Even anons on the internet ignore me, FML
>>
>>486447
>Was it stupid of me to put so much time into learning poly mdoeling?

No, of course not. There are plenty of things that can be quickly modeled with box modeling + modifiers that would take ten times as long to sculpt, plus when it comes time to make a low poly and/or riggable model, you need that knowledge

>Should i stop giving Autodesk $10 a month for Mudbox and move to Zbrush!?

Yes, obviously. Pirate Zbrush first to make sure you actually like it before you buy it, you disgusting buyfag

>Is sculpting then retop the future? replacing creation of all but hard surface modeling?

No, it's the past. It's been this way for years now. And anyway it doesn't matter what method you use as long as you get good, speedy (if in a production environment) results.

>Is Zbrush as capable a painter like Mudbox?
Yes but dedicated programs (Substance Painter / Designer and the like) do it better

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>>486461
>anyone have any fixes?

No one here does, fucking look it up on blender stack exchange or the support forums or whatever.

It's probably driver related, or you're using an onboard gfx card, or you don't meet the minimum system requirements.

If you can't get 2.75a to work, use an older version like 2.71 or even older. It's all backwards compatible to like...2.65 or something? Probably even older; the new features in 2.75a are pretty minimal (some kind of super fine detailed sculpting thing, some render optimizations, Pointiness node [which I haven't used], etc)

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I am using blender 2.75a... every time i go to texture paint, blender closes. any help?
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>>486457
>>486464

Are you really that retarded or just trying to look stupid?

/3/ is one of the slowest boards on this whole site.
Generals are slowing it even more down and they are cancer, anyway. Even Moot (the founder of this site you probably never heard of) couldn't stand them.
If you enjoy them that much, Reddit is probably more to your liking.

Threads like this are perfectly fine. Your gay ass generals are not.
>>
>>486464
back to /b/ with you sir. i only employ the finest spic servants anyhow... ;)
>>
>>486465
faith restored in 4chan... /b/ was fun for years, only so many trap threads and fapping sessions and a person needs more.
>>
>>486467
Don't want to talk so much meta stuff in this thread but I left that board in late 2007.

I loved the creative shoop threads back then when people actually cared about creating content and being silly in a creative way.

Regarding your Blender problem I had a similar problem when I had the editing turned on in the texture window and when I went over some spot with my mouse (closed instantly). They fixed that long ago.
You could check your workflow. Maybe something you do makes it go crazy for some reason. Can't remember when I crashed mine the last time though. Damn impressive considering it was really buggy and unstable only a few years ago.
>>
You guys are a bunch of fucking idiots.

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How do you organize your workspace /3/? I spent the day cleaning my desktop and this is clean in my opinion, I was wonder how the more professionals keep their desktop

Show us your desktop
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>>
>>486435
I-I'm playing it for the story.
>>
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>>486437
>>
>>486437
just wondering, the game doesnt have any animation right ? its just a slideshow
>>
>>486427
Heavy Metal? Y'know the game is good too.
>>
>>486440
Yeah, I really haven't gotten that far into it yet but it's just a slideshow with variations as far as I've seen. Still, the art is pretty hot.

>>486446
Yeah bro. I love me some Heavy Metal.

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Help me /3/, you're my only hope.

I'm working on a game where the terrain is just roads, but I'm unsure of what kind of workflow I should be using.

What I've currently got set up (just for figuring out layouts) is a big curve/path and an array'd road segment that follows it. This won't actually work for gameplay since I've got different types of roads (tunnels/ramps/etc) and decorations and junctions and stuff, but I'm unsure of how to replace it.

My current thinking is using a curve modifier on a long base road bit with edge loops put in so I can match the curve closely without having excessive polys where I don't need them, then applying that and getting to modelling individual details. The problem is that that's destructive and I'd prefer being able to adjust things as I go along. Modelling with the curved modifier applied would work except for that blender's camera still orbits around the unmodified position, making navigation a bitch.

So, /3/, is there a better solution?

It'd be nice to have a good way of generating the collision mesh too.
>>
>>485214

http://www.3dbenchy.com/experimental-3dbenchy-with-thick-layers/
>>
looks like shit
>>
fucking ads

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Any thoughts on using a few ps3 eyes for motion capture? I thought it was pretty cool for such a cheap setup.
7 replies omitted. Click here to view.
>>
I have been trying out some cheap motion capture stuff recently.
If you do not have a lot of space to use the kinect can work for you. One single kinect does an Ok job for capturing the body, but if you want to turn around or more complex stuff it will fail for you.
You can get a second kinect and the data will probably be better, but i have not tried this.
I have not tried the Kinect for the xbox one since you need a special power adapter for it and it is way to expensive
for a power adapter.
Also something good to know is that you cannot have 2 kinect for xbox one hooked up to one pc, this is some
sort of SDK issue but can be bypassed by using network computing but seems like a real hassle.
The ps3 cameras are good if you have 4 or more cameras and some space.
Why the ps3 cameras are used sometimes is because they are cheap, have a wide lense, can be connected straight to a computer and are 60 fps.
The resolution is their downside but they still work great. Also the more you have the better.
The downside with these cameras are that they require you to have some clothes that mismatch.
For example: Your pants and shirt cannot match because the tracking will suffer.
The same goes for background, you want to stand out. But i think this is the same for the kinect if you want
more reliable data from it.


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>>
>>486087
An up to date cracked version would be sweet.
>>
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>>486304
post some biped capture for us to see.
>>
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>>486325
>>486325
This was done using 6 cameras but they are all poorly placed and the background is not good.
Also the clothes that i used are not good for optical tracking.
>>
>>486432
Anon, this is beautiful and everybody here wants to know more.
What type of 6 cameras?
What version of the software are you using?
Great show for a few bucks, i tell you that.

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Ok guys.

What's the best way to make anime-like waifus?

Low poly (non sculpt) or sculpt (zbrush)?
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>>
>>486379

Yea, but things like eyes, or other detail will increase the polycount too much
>>
>>486377
>Its textured
Yeah no shit
>>
>>486382
Then just have a small 32x32 texture for the eyes. Some of these models have unnecessarily large texture maps for what are essentially just gradients in order to make them smooth and avoid pixel artifacts but with Vertex colors you can have perfectly smooth gradients because they're just color values.
>>
>>486449

Yep, are the best way to achieve gradients.

Its possible to have both, vertex color and texture?
>>
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>>486451

Edit: i said nothing

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Hey /3/, would really like to know what you guys think on my sculpt for something for the dota 2 workshop. This is my first time doing a sculpt and model of an organic model that is not human/armor related. Thanks!
1 reply omitted. Click here to view.
>>
is the armor glued to it???????
>>
also the feathers dont look like feathers
>>
>>486362
Feathers don't look like feathers really
The armour needs to be realistically attached, not looked like its glued on. Try some leather straps or chainmail or some shit.

The upper leg armour could cover a wider area.
>>
Body looks too short, hind thighs look too wide, hind knees are undefined, hind legs look altogether just like stumps, they need more bend/better defined toes. As others have pointed out, the armour is glued to it and the feathers look like wet silk or something.

If you're learning to model from scratch in zBrush you should start with something more simple. Or model it low poly in max/maya/blender and import to zBrush so you aren't try to sculpt in the correct proportions / base forms. For feathers you're better off sculpting a feather base, making a few variants, copy pasting them across your mesh, then bending/scaling them individually or in clusters.
>>
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>>486375
This is why I love this place!

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WIP Thread, uhh composited edition, I guess?
I should start asking for theme suggestions when the threads are about to die, it's getting tough to come up with ideas.

Anyway, post what you're working on!
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>>486408
robonoids frolic upon a tuft of grass
>>
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>>486408
Take a look at the voynich manuscript, that shit is bonkers.
https://archive.org/details/TheVoynichManuscript
>>
>>486378
it flips the normals and my bad its control n
2 many keybinds
>>
>>486395
>>486396
hmm well the rear slide cuts are cuts not indents, which I wanted to see the reference for, but that one you showed is airsoft so thats no good.
other than that I think the trigger guard and its surrounding area need more work.
>>
>>486429
>>486430
>>486431


Thanks guys, I am checking out those options now. I really appreciate the help. Also

>robonoids frolic upon a tuft of grass

I'll name it that.

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ITT: Post your greatest creation
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>>486355
Texturing is only hard if you don't put in time to understand it. After that its not so bad
>>
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>>486358
nope, have been trying to do that but it's arelly hard. making a low poly model of wonder red right now to try to learn texturing and unwrapping. It's pretty shit but I want to try making something low poly to unrwap
>>
>>486364
really*
I've had little sleep, apologies
>>
>>486355

Isn't this about 5 months old now?
>>
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>>486406
Yeah, probably. Every time I start it up to work on it there's always some big problem (UV unwrapping for example) that I try to get through, but never ends up happening because I am incredibly unskilled. All I really know is box modeling, my topology is all over the place and I haven't even gotten started on any sort of sculpting, texturing, or animation. I'm trying to make something much more simple so that I can learn some of these things and then move up to the tank, but it gets a bit depressing often since I've made such little headway

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I am looking for a freelance 3d artist to model some weed bails. Need them for a project i am working on, super quick turn around need them for monday. If you are interested post a link to your work bellow and contact details.

budget £50

The project part of an big album release happening soon with quite a well known artist (cant disclose more info on here)
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>>
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>>482952
I work for Disney, I have gone out of my way to do this for you on the prescribed budget. I have over spent by £10 so total cost to you is £60
>>
>>482952
k, nigga your guna need to give me some more information.

1) what are you doing with it
a) i need to know this so i know how to make it work better for you.
2) what format do you want me to make it for you, what program do you want this to be opened in? aftereffects, unity, gary's mod. (judge not and you shall not be judged)
3) what level of detail are we talking here
how big can my textures be?
how manny polys you giving me to play with?
>>
>>485020
Holy shit are you completely retarded? Look at when this was posted. Look at how many times OP has replied. And what the hell makes you think some random asking for a simple 3D model knows anything about texture res or polycount?
>>
>>482952
Gimme a few hours
>>
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>>486401


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