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File: 0.png (2.29 MB, 1080x1920)
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Welcome to /3/ - 3DCG, 4chan's board dedicated to 3D imagery and modeling.

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 down for a useful FAQ and resource links
59 replies and 57 images omitted. Click here to view.
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People like to meme that 3D is hard, but was there anything in 3D that actually wanted to make you rip your hair out from how difficult/tedious it was?
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>>1030346
changing the position of a vertex while keeping it's edges a constant length. somehow i still cant figure it out
t. blendlet
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>>1030346
The hair, anything related to hair is hard. Doesn’t matter if you are looking into anime or cartoon style, hair will be difficult.
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>>1030346
Can foliage be really hard or is it just me?

How do I make this model?
I've been trying for a long time to replicate this style... but everything comes out wrong.

I can't get the head right no matter how hard I try. The model is available for free but I just can't figure out how it was made and it's making me real sad.

Any advice please?
13 replies and 3 images omitted. Click here to view.
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>>1029957
>he doesn't know
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>>1029957
turn off your brain and do it retard
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>>1029957
Edit cube, extrude vertex, build face, delete face, merge vertices, join vertices, dissolve edge, make shape more like girl, repeat
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>>1028344
I know /3/ tell us to model in quads and le doesn't matter o algo but why did the Japs do a lot of non game asset models in triangles? Can someone explain that to me?
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>>1030337
Its all triangles in the end, quads are a way to help think about it. It'll help you make models that deform and thus animate better, and they make it possible to have the notion of a single opposite edge or vertex of face and thus make it possible for both you and the programs to deal in term of topology (loops especially). That why for example subdiv produces much better results with quads.

But the big quad weakness is, as I said, it's all triangles in the end, and you don't know where the diagonal is. It'll change how the model looks and how the model deforms. It'll change from your modeling program to your engine. In blender for example it chooses the least diagonal after all modifiers are applied. Taht means it can change depending on your character pose, which is obviously not how a game engine will do it (btw the logical way to disable this behavior is to add a triangulate modifer before the deform, removing any ambiguity).

In the world of low poly it's especially important where the diagonal goes, since you can get a lot of silhouette out of that. Plus if you want the minimum polycount any quad you can get rid of saves up on faces.

It's not specific to the japs. Chances are you just think so because you've seen model rips, which are triangulated. But even in the FF7 days tools were quad-oriented. It's to the point where consoles like the PS1 have opcodes specifically to draw quads even though it translates that as two triangles

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Like all great projects, you leave it behind for a while... 5 years might be a little too long, time to get back on the saddle and work on it.

For those that were in the loop back in the day, this is a revival effort to bring /3/ back to the cup and even though /3/'s history in the 4CC isn't necessarily stellar, it's always a work in progress. Things have changed since the last time the team played an official match, Konami stopped making games and we've been reusing older games with mixed success, however there are tools to have the same model quality as the newer versions of Pro Evolution Soccer before the series ceased production by converting them to the older games.

For those that don't even know what this is all about, the 4CC is an inter-board competition where /3/ used to compete from 2012-2015 with a revival that went from 2018-2021, the team has fallen inactive since then but if there's enough interest ITT the team will return to competition with me and my co-manager Wyvern at the helm. There are 4 cups per year named after each season featuring the Elite and Babby divisions, the second division is the entry point for new/reviving teams and with the Spring Babby Cup coming up, team registration has opened and the time is now to revive /3/.

Let's go fire up Blender one more time and kick a ball around, hopefully we don't lose too badly. For more info see https://implyingrigged.info/wiki//3/
280 replies and 62 images omitted. Click here to view.
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>>1030320
beautiful work, a nice little gift pre-match
>>
Also forgot to write this but requesting >>1030320
for HYP before the match.
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>>1030320
I love it
>>1030330
One of us will request it to be shown on stream and/or put in chat
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>>1030331
Thanks!
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>>1030320
awesome

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I've seen a lot of people dislike it. But there is no need to hate it. Blender is an alright little utility buddy. It's not the best at anything, though it's a great helper. Personally I only use it to clean up models post CAD modeling, store my hp and lp's in seperate collections, and it's simply great for that. I like Blender.
229 replies and 34 images omitted. Click here to view.
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>>1026213
>My AutoBLOAT software had a different gizmo so blender SUCKS even though you can easily change how it behaves
alright
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>>1030190
desu the Max Gizmo wasn't even that good except for being able to shift drag for extrusions. if you want that stuff in Blender just grab Gizmo Pro. I use it basically every day for my job and it will speed up basically everything you do.
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>>1029982
So what's the optimal way to learn blender?
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>>1030333
You can’t, Blender alters the code and how stuff works every 2 months or so. Unlike Autodesk, Maxon and Adobe that just stick to the original buttons since 2010.
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>>1030338
>t. smartest industry standard paypig
Do you really only memorize button locations when you need to do anything?
Also, with that mentality you get the horror that is zbrush's UI. Never changing anything because it may break baby duck studio's workflow they created in 1999.

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realistic (metal) reflections with non-constant, multi-directional anisotropy
I'll use it on a realistic Miku costume render

source: https://www.youtube.com/watch?v=r3bkGPobpTw

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This is my current skill as of July 2.

Small improvements over time, makes me closer to making fappable 3D anime girls.
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is cris just a dedicated troll, or is he actually 65 iq and thinks that looks good?
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>>1030117
cris died last year. od'd on fent would be my educated guess given his background. this thread and others like it are being made by trolls who are technically more proficient than cris but lack his soul and raw south american autistic bravado
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>>1030031
Very well. I will contribute some of my seed to your polygon goon golem, but only once.
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>>1030031
have you considered not drawing those strong lines all over her body? I don't know if you're convinced that's correct anatomy, but most of them just look like scar tissue
just try the exact same texture without them and see what it looks like
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>>1030154
is this true?

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Jita - She doesn’t wear a shirt because wearing shirts is weird where she lives. Only her head is "finished".
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>>1014066
>>1014067
hell yeah i really missed seeing the droopy booby indian hag on /ic/
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>>1030054
Love the pose.
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These are amazing! How do you model like that
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>>1030296
just subdiv, sculpt and retopo of course!
you can also add a boolean and some hair particles if ya nasty
glad i could help.
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>>1025886
You sound like you think making a billion permutations of digital grass is "work" on an alpha of a game.

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Is learning 3D suppossed to be this hard or I just dont like it?. I hate how there's a billion tools and all the vertix bshit, holy hell modeling seems to be so hard.

Can I learn animation without giving a fuck about how to use all the modeling tools?
Im still gonna learn a bit more about modeling anyway but holy nightmare fuck these dots
12 replies omitted. Click here to view.
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>>1030188
hot
>>
You can go get 3DS or Blender and start making animations for Skyrim or Fallout tonight if you really wanted. Animating on its own is rather short learning curve, mastering it is the actual long part.

But yeah 3D modelling learning curve is insane. I spent years learning it before I got to a point where I can confidently make a complex, good looking thing.
But after the initial hump, the sculpting and texturing becomes the fun part. The clerical shit is the agonizing part, like doing fucking UVs.
On my last project the UV work took longer than the texture work and almost as long as the sculpt, but I did fuck up kinda so that's on me.
>>
>>1028397
I feel like it's supposed to be simple but blender shills just make it complicated. I mean I look at models from psp games all the time and there's no reason why I need to use a bunch of modifiers.
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>>1030316
Even in Blender why would you use a modifier other than maybe mirror for a psp-level model? Aren't you overcomplicating things?
>>
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>>1028397
You have to learn modeling if you want to do animation. In the actual industry, a whole team works together with people specializing, but because you're solo, you need to learn. Not sure why others are telling you otherwise.

Animation deforms a collection of dots connected to each other. If you don't have enough dots, or connected the dots in a way that naturally bends in the direction you're trying to bend it, it will suck. As for animation, please learn to use the NLA editor sooner rather than later.

One of the advantages of 3D animation is layering, and different bones can pose at different times. Use this to your advantage. Start with a walk cycle.

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How long until CGI with this quality isn't that expensive?
1 reply omitted. Click here to view.
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>>1030258
You can do it in Blender today
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>>1030271
fuck no. give me one render of this quality in blender.
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>>1030263
this is an art board anon, AI isn't welcome here.

>>1030274
you can do anything in blender, you are limited only by skill, render speeds, and horsepower.
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>>1030274
what exactly do you think is preventing you from making that in blender besides your own ineptitude?
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>>1030274
https://www.youtube.com/watch?v=nLtwpmkG_sY

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A thread to post sculpts, get feedback on sculpts or talk about sculpting
Consider posting on /wip/ for for projects that go beyond sculpting
Previous thread >>1007862
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big shork
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>>1029708
Wow...
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Anatomy check?

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100K POLYS FOR THIS!? WHAT IN THE GOY ARE THESE GOOKS SMOKING. WHAT HAPPENED TO RETOPOLOGY.
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>>1027730
when it's a few corridors of course it's fucking easy
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>>1024137
What no normals does to a blud
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>>1024137
> 100k for an ingame cinematic model
Aint a lot really. Fpv models of guns in latest cod games can push 100k, especially if it's an lmg or something else big
t. outsource nigger slave, worked on cod
>>
Also in game sliders and deformation work better with more topo. With less it tears and makes shit jagged and fucked up, etc.
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>>1030314
??? just use two normals and interpolate between them. why the fuck are you spending this on a CG tier mesh. why are devs so fucking lazy.

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Previous thread : >>1019271

Discuss and post anime styles in 3d. From figures to celshaded models, etc.
Recommend Youtube Channel :
https://www.youtube.com/@user-sy9do4tr4h
https://www.youtube.com/@yuucg5187
https://www.youtube.com/@mmcganimetic
https://www.youtube.com/@fusako3d
https://www.youtube.com/@sulbi03
https://www.youtube.com/@Neogools_3D_Trainning
https://www.youtube.com/@Uzuki_Riha
https://www.youtube.com/@chichaart
https://www.youtube.com/@MrZingyGuy
https://www.youtube.com/@pachiko_blender
https://www.youtube.com/@ShionMgr

Comment too long. Click here to view the full text.
271 replies and 85 images omitted. Click here to view.
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>>1030266
as a rule of thumb, yeah. but on modern hardware it's not very intensive to just model small details.
totally up to you
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>>1030289
Thanks
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aiiieee, i guess i need to hand painted it or do something with the normal map so it work on solid view
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>>1030297
Oh yeah, I remember it now, I bake it, but god damn it's going to hard since using alpha map with sculpt brush suck
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>>1030266
It depends on the application, sometimes a couple extra vertices has a much better performance than a 4k normal map

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how is my portfolio /3?
https://www.edsalas.es/journey-3d
1 reply omitted. Click here to view.
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>>1030284
looks good, I really like the page. If i was hiring I'd likely offer a 2d illustrator or graphic design position. when I poke around the rest of your website it seems like you have more of a focus on that, and your 2d stuff is more impressive to a brand.

on the page, thumbnails for the animations are great but they do cover up the actual content of the animations. then the animations themselves are very short so they don't really show off your talent well enough. I would make longer ones with more movement.
>your grease pencil samurai animation is also very good and should be listed on this page since it is a 3d artwork. probably in a big window, since that is a great thing to show off

the DnD models on the bottom are very good, I feel like they should be closer to the top, and you should be able to see more than one at a time. Especially since you seem to have a focus on character design.
>and your other characters should also be somewhere on here
>consider adding a 3d viewer to the page, you're tech-savvy it shouldn't be difficult

and then also important: link your art station, sketchfab, other sites. that's how people find you.
4chan is not the best website for anything really since nobody here is in the industry, but I'm so glad to see your work
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>>1030291
you need to learn to suspend your disbelief
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>>1030284
>>1030292
Guy isn't getting hired, all his work is based on plastic look with 2D playstation from 2000s. His animation is awful even for a student he failed to convey characters living in their world. There’s no VFX so he lacks advanced skills to create harder animations. He doesn’t understand lightning and lets the scene do it. Lastly, website has no contact information so really won’t hire him without a way to get in touch
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>>1030302
I said these things
>>
guys look around a bit more, litteraly everything on his site is AI generated, even his portraits are animated in grok, they have that windup at the start

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Right now I'm just using the trackpad on my laptop since I'm just starting out, but I'm planning on buying a mouse soon. It's a MacBook trackpad so it's one of the better trackpads, but it gets tiring after a while.

What mice would you recommend? Would you also recommend stuff like Trackballs and Wacom tablets? My usecase is mostly for VFX but I also make 3D models in Blender.
6 replies omitted. Click here to view.
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>>1029670
I like the magic mouse, it lets me rotate my camera view with just my finger.
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>>1029670
My feet stink from sitting and 3d modeling all day. anyone want to smell them?
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>>1029998
imagine the footjob
>>
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I have this that I never touch because I rarely sculpt anything
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>>1030069
I feel you brother
I never sculpt because I don't want to pick up the tablet when my hands are on the keyboard already
I just move verts and am happy


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