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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.
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Hey /3/ . Anyone here using round edge shader for baking normal in your workflow ? It's a very fast workflow , you don't have to care much about topology , pinch like in sub-d modeling , just have to boolean the shit out of it . Why it's not popular /3/ ?
1 reply omitted. Click here to view.
Because you don't have to insert control loop in your mesh like in subd modelling, you can have a bunch of ngons in your mesh. And the final mesh will always be triangulated so who cares?

Sounds like you lose a lot of control by using a shader across your entire object. And having bad topology wouldn't speed up my workflow.
I know it limited but you can pretty much control it by assign different materials across different part . Tor Frick is the only one in know in the industry that use this workflow . You can watch his speed modeling using this technique here . https://www.youtube.com/watch?v=zDGmn__jfeA
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Crease edges baby
Whenever a selling point is "you don't have to care about X" it's being over sold. Still care about topology and control loops and all that.

Think of tools like this as a way to make your work 30% better at the end. A 30% boost to mediocre work might bump it up to professional quality but a 30% boost to something already of professional quality is all the better.

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Game of Thrones edition

Post what you're working on!

Previous thread: >>487388
231 replies and 78 images omitted. Click here to view.

Thanks for the advice guys, just what I wanted to know to get better. By the way, does anyone know how to get >>492222 result in zbrush, I can see myself doing that in maya or 3DS max but having trouble with the amount of poly count in zbrush and zremesher only does so much.
You can import it to zbrush and just subdivide 1 or 2 times. Something that small wont be taxing on your system.
damn you're brilliant, i like the way you think.
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looks loke the smooth vertex tool helped on some parts but the artifacts are still on some parts of the leg. Btw thanks a lot for the help anon, i'l definitely post more of my work here for critique and help
Yeah its much improved. Smooth tools help but like you said you still have artifacts. I'll Gove over my model back and forth pushing and pulling individual verts along their normals till the surface is exactly how I want it.

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In Maya how do i render an hdri/ibl when using sun and sky? Or, how do i just disable the sky in sun and sky from renders? It seems like like MR for Maya is missing a lot of the options that Max has.
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No. Pixar doesn't do vidya man. No company in particular. So I guess indie, but indie has been associated with pixelshit lately.
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So Naughty Dog then?

hurr durr. You'll never work there, kid.
Find some indie devs to make models for

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How do I model her hair ?
This will be ingame so it has to be polygons, but high polygon count will be okay.
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Its meant to be wrong.

To animate you need to know how to rig and skin something and vice versa.
>To animate you need to know how to rig and skin something

This couldn't be more wrong. I've met super talented animators who barely even know how sliders fucking work.
> i've met some incompetent animators who don't know shit about their fields so all animators are the same
Animation comes as a package. Just animating bones won't get you jobs anywhere.
Animating bones and moving the shape controls that the riggers provide you will actually get you jobs at lots of places. I know a lot of animators who don't do any rigging at their jobs, because there is always animation that needs to be done. That's why it's usually the technical artists who are doing the rigging and other fancy behind the scenes work in the software.

But will knowing how to rig well help you land such a job? Yes, absolutely. Because it shows you are passionate, that you go above and beyond and that you have a broad skill-set for in-case something comes up and they could use those skills to get something done instead of bringing someone else on for a bit.

But at the end of the day, if you're applying for just an animator position, then they are absolutely going to choose whoever has the most impressive animation going on in their reel.
In my experience. You can sometimes just get hired as an animator however that's depending on the budget.

Most of the time you will need to be skilled in many areas like animation and rigging, skinning, modeling, texturing and so on.

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Hey /3/,
I want to start a UE4 game project with a buddy of mine. Now we need to find a way to sync our project files **non-destructive**. I found a way with github (https://github.com/FortuneMatthew/UE4TutorialProject), but you have to pay there, if you want to make private repositories.
So do you know a good way of doing this?
You use the poor mans version and use a file site.
A. Host your own git repo
B. Use bitbucket if it's allowed by the UE ToS
C. Find another git hosting service that allows you to have free private repos

Anyone used this? What are the limitations? It seems really diverse.
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>What is dynamic weighting
I don't know, You tell me.

The solution to all your problems.
A way to keep parts of your dynamic mesh static/support it's form by weighting how much influence the simulation has per vertex and creating constraints to hold key verts in place.

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any fa/g/got here?

does any of you even code 3D stuff?

I just saw this and though, wow an FPS with destructible enviroment and stuff sounds really fun.

But I never though you could do animations in voxels.

I really want to learn to code my own sort of small engines in opengl for fun.
> does any of you even code 3D stuff?
no :c

>But I never though you could do animations in voxels.

I don't know what gave you that idea.

You can easily move voxel based objects and do simple things like position, rotation and scale. What you can't do with them is make them deform because they're based on floating points and not surfaces.

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hi guys
blender user here, please someone help me.
how do I "trace" the outlines of this cube on this plane? the only way seems to be by boolean wnich I did, but is there a faster, smarter way to achieve result from pic no.2?
15 replies and 1 image omitted. Click here to view.
Uh ctrl J, g, z until intersection? If you can't figure out something that simple, you need to go back to basics
>not mentioning the cleanup work
>not mentioning that this will give you a cross section instead of the outlines
>not mentioning that this will also cut into the cube
>not mentioning that this is much more complicated than it has to be

Please stop trying to give people advice.

>turn on snapping
>align cube where desired hole
>use cut
>delete polygon
ITT: people bitching about which method is fastest when the difference is a matter of seconds. It's like you don't people don't realise there's more than one way to accomplish a task and it doesn't matter which one you choose.
tried this knife project shit and it told me i didn't have another object selected when i clearly did.

just created loop cuts instead.

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How do I do these seams and vents and what not on organic surfaces?
Is it texturing, is it done in the topology itself?
Also, I have to practice texturing, but all that UV unwrapping, and having to paint the textures seems intimidating. It seems it's a lot of work when I could probably do something like "stamp" and normal bump into the mesh.

Blender BTW.
Textures. Normal mapcavity map to fill the crevasse diffuse and mask out reflections.
If you poly paint all of your textures, then you can bake them to your model and use automatic UV unwrap/packing.

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Lowpoly Warhammer dreadnought :) 20,5k tris
waiting for critique.
57 replies and 9 images omitted. Click here to view.
of course they do
>what are tris
Yes, they do... You're probably confusing "parallax occlusion" mapping which gives a similar effect to displacement mapping but the effect is limited to the viewspace of each poly.
its pretty low poly by now
next gen characters go form 20-100 k tris nowadays

stop being stuck in 2005
The geometry is ok, but like everybody else said holy shit your textures are lazy AF and generally make no sense. Looks like 30 minutes or less in substance painter.

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>After accepting that Mudbox was never going to get a dynamesh esk features fkn M*** i decied to give zBrush a shot.
What happened next ofc was the usual Mind fuck of the ages. But i wanted the superior workflow badly and decided to give it a solid go.
Weeks later i'm modeling okay, the cancer was much less painful.

>I decided to finally buy a Wacom and see once and for all what all this god damn fus was about with tablets.
Package arrived, installed drivers and did some doodling in photoshop to get used to it. Finally opened up zBrush to see what it's like to model with the Pen and.

>When i barely touched alt and draged the pen to the right and zoomed like nothing i all but fell out of my chair, then when i touched an empty area and navigated around the model like a hot knife through butter i fell over and curled up into a ball on the damn floor.
I stayed there for a while thinking W, T, F Why, why~ wh-.....

>In the next 2 hours i experienced such feels as i've never felt before in my life. Everything i did with le old mouse before was just intuitive and fucking natural with the Pen, I felt such a potent connection with my creativity being able to make adjustments on the fly like the model was in my hands being manipulated.
I worked faster than i ever did before and felt like no time had passed i was involved in the flow of this thing.

I can't believe i went without this for so damn long. My dislike for zBrush has all but faded and while i feel like more of a faggot for that i'm loving this new experience too much to care.

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

I wouldn't recommend posting while you're drunk, though.
Intuos or cintiq?

Medium Intuos

Dude if only i could share the feels you would understand.
Could a post be more obviously written by a /b/tard?
That said, good for you pal, it's almost as if irrational bias on tools is a dumb as hell bias to have

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A method with Blender Cycles, the bet way to make exterior lighting in an abstract model.
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looks really unrealistic.
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I fucked up the nodes. It's also a very basic shader.
just give up kid
Why aren't you using Light Portals?

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A question for the blender people

I wanted to fix some stuff in my mesh so deleted a smaller part of it and now I want to fill that hole again.
The thing is, I was pretty much done with the whole model with textures, UVs and all.

I thought deleting some faces and filling the hole wouldn't be a bigger problem but apparently it isn't as easy as I thought.

Do I really have to do the whole UV AGAIN just for a handful of changed polygons?
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There is a janitor who seems to drop by once every blue moon and remove some nudity but not all on a whim.

I bet you even forgot why you're still bumping this while the OP has been literally gone for months

It's just a troll wasting his time.
That's actually kind of sad

*cough* This includes the base figure who works in either program

inb4 not real CG, awful poser porn, get out faggot

If you're lacking any of the pieces in this package I'd make an account and grab these, torrents only cover about a third of the content in this. It's about 530Mb and the offer will probably disappear in a day or so.

Also you are not forced to use their install manager for retards if you're paranoid.

Me, I'm only interested in making sellable products for this and other figures and figured someone else might be too. I already have most of this shit.
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eyes are too far apart
for the love of god tell me that deform represents being encased in a tight top because otherwise that's a monstrosity of a morph
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What in the everloving fuck are you trying to do here, make an extra nipple on that breast?
>and animating
anon, you're right, but oh so wrong

I'm up piss creek without a paddle because I can't animate jack shit in DAZ and I never learned Maya. Try to find one facial animation video that used DAZ that isn't god awful
Roll pt 2

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