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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
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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.
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>>1027189
Mmm imagine how much you would moan as I punished into you balls deep in that my swarty balls would stick to your buttcheeks.
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>>1019874
>Wait, people actually hate the most feature rich free and open sourced option available?
>I thought that was a joke...

real talk, back in the 2.0 days i could have understood the blender hate, especially since it's UI/UX suffered from the CompSci major's curse of forgetting that people who don't know what a powershell is are gonna be using it.

>unironically using RMB to select. on a WINDOWS program.

but these days anything that hasnt been spruced up by the foundation itself has been addressed by the Blender4Artists fork, and there's almost no ambiguity with its built in features just from all the youtube vids that explain any one facet.
>Top 10 FREE blender addons EVERY user needs!
>Number 10: Node Wrangler
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>>1027525
>real talk, back in the 2.0 days i could have understood the blender hate, especially since it's UI/UX suffered from the CompSci major's curse of forgetting that people who don't know what a powershell is are gonna be using it.
As someone who LIVED through that period of time, I can agree with this. Once 3x started dropping though, it did start to improve slightly.

Granted, there's still a lot of things wrong with the program, but it's in a far better place than the 2x days.
>>
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If they can make Nodes simple i will forgive Blender
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>>1027548
as the same anon i agree, for example why the fuck do i need to still chain mix nodes together for shader layering? we just need the same behavior as say the index/menu switch node that just renders them on top. or hell, a join shader node instead of a mix shader, which has that "phantom socket" to extend it indefinitely you know? why does the math node and mix node have to only support two inputs?

>>1027555
what have you tried doing with nodes that had you overwhelmed? genuinely im willing to give the knowledge that i got.

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WHY BLENDER ALWAYS UPDATING EVERY FUCKING WEEK ? I STILL USE 2.8 FOR FUCK SAKE
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what plugins do you even use? cuz i guarantee we can find you an alternative. (big suggestion, use the blender launcher community tool)
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>>1027287
>gimp
I'll stick to CSP 1.0 thank you. even if cunt shareholders are making me pay again for circular text.
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>>1027287
True, I still use it for some things but for most Krita is better.
>>
>>1027527
I'm not saying you should use Gimp. I'm saying you shouldn't because it's dogshit and anyone saying otherwise is fucking retarded. Reading comprehension is important.
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>>1027556
oh damn it i meant to reply to the guy you replied to. misinput my bad

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.
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Anyone know how to replicate this mouth effect I know it involves flipping normals but not sure completely
https://x.com/ADPX_RESUIT/status/2038771338614317078
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>>1027539
>I understand that game engines turn everything to tris, and alt+J doesn't quad everything properly
Yes. So you are aware the model is likely messed up. So why the FUCK are you studying from this model?

The devs worked in quads, the engine converts it to tris, then the tools used to rip these models (like ninjaripper) aren't 100% accurate, and then you convert to quads again. There is a high chance this model is fucked. You shouldn't be relying on ps2 rips to learn the basics of topology.

>I noticed a lot of older models have seemingly random topology
How can you say that if tri->quads fucked everything up? You haven't noticed shit and you clearly don't have the basics down to comprehend what you are even looking at.


I found the model of your character. The only place I could find it (https://www.deviantart.com/goodgamer280/art/Fiona-Cowgirl-986300474)

I used tris->quad and yeah I can say this model is kinda fucked. Unless you know how to clean it, which you DON'T. It leaves a lot of random tris and isn't symmetrical. Even then, it looks like you took some liberties and made it a little worse because you don't understand which edges should be erased. I hid some clothes, but as you can expect from these optimizations they leave giant gaps. This is a bad model to study from.

My advice, go watch a real modeling tutorial. Or continue down this retard path, I don't care anymore
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>>1027547
Here I made a guide

It's based on this (https://en.wikipedia.org/wiki/Hollow-Face_illusion). It's the same principle some anime models/costumes use so the eyes are always looking at you without any animation. They do this by placing the pupils farther inside the eye cavity. In this case it's the mouth.

This only really works well without shading though. In my example I inverted the whole sphere, but when you are actually modeling a human, you'll want to carefully select just enough faces around the mouth.
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>>1027553
This is what the end result looks like
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>>1027553
Thanks for the guide anon
>This only really works well without shading though.
I'm not to worried about that I was primarily planning on doing shading in compositing, I'm not planning anything for a game primarily animation and renders. But I am curious would shading be broken if you gave it a SDF but inverted the mask so it reacts opposite of the direction of the sun?

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Previous: >>1024628
Daz youtuber's and general guides:
https://www.daz3d.com/help/help-daz-3d-video-tutorials
Wpguru, Parmy, Travis Davids (Marvelous designer), Thundornd, CgBytes, Kelvin Jin
(Pruned some long inactive suggestions from past OP)

Bridges: https://www.daz3d.com/daz-bridges
Suggested Blender Bridge: http://diffeomorphic.blogspot.com/ (GOATED)
Use this if you are an AMD or Intel pleb.

News: Daz content now on Unreal's Fab marketplace
https://x.com/daz3d/status/2041910820612010085
Daz 5.0 this year for reals!

Some anon created a cool character morph. Meet Quinn! https://mega(.)nz/file/rmZQWLKZ#lh4aluWj6drjfPLkW7FVAUVDaOZZqJfqjoAvsREDo7U

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Do you guys have any tips or tool recommendations for posing?
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>>1027544
get some new material bro
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>>1027530
Me in the back
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all jannies are cordially invited to tongue my anus
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>>1027544
https://youtu.be/uNpSApSFKLI

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Previous: >>1021529
DLSS Edition
Someone needs to leak that build
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what is the difference to blender 5.0 vs 4.1
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>>1027564
https://developer.blender.org/docs/release_notes/
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>>1027565
i know, i was mainly asking what is you guys' experience and opinions between the two
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>>1027566
Took me a week to get used to it and redo some settings, overall it's better especially with Vulkan enabled, but I don't use EEVEE
>>
>>1027566
well, 5.0 in general has been getting us closer and

closer to nodifying every aspect of blender
bundles for example basically tape several wires together, and output them as a single cable that can then be unwound where you need the property again, cleaning up a lot of crisscrossing noodles.

closures however, allow you to define a zone of node logic that then can be plugged into an evaluate closure node using one socket.

its a workflow perfect for swapping out behavior of a node group or the other zones rather than cutting it apart.

then there's the bone info node and the geometry attribute constraint, two steps towards node-based rigging, albeit still with some middlemen.
Those two features allow a myriad of things: bones that obey cloth physics without an addon, a unified workspace to modify similarly behaving bones by replicating constraint logic in geonodes so we dont have to click on each individual bone to tweak one setting in each of their constraints,

5.X is THE place to be for procedural workflows and its only getting stronger.

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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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>>1027557
>>1027558
Here’s a sketch for the main city area. There’s still a lot to add.

>>1026619
>Indie games are our generation's Rock n' Roll
That seems like a good way to put it. Just like with a lot of young people back in the day, I’m not quite satisfied with what the creative landscape looks like today, and that was one of the things that motivated me to start my projects. Unfortunately it seems like some people are too old to understand the problem, but I don’t like to complain about it much, as the words “problem” and “opportunity” are synonyms if you look at them the right way.
But all this talk about money and business strategy isn't what’s important to me. I’ve gotten a lot of advice on that subject since I posted last, but making money isn’t the reason I do all of this. Rock and roll is one way to put it, but I think some of my creations are better described as optical terrorism.
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>>1027559
And also some updates on the game. I got Kalchas and Lady Lordosis into the project, and the characters can now use chakra abilities against each other, though their builds aren’t customizable yet. I also did some tweaking to their pathfinding so they don’t phase through each other, as well as some work on the interface so it’s easier to use. All the characters I currently have in the game have their butts out.
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>>1027560
Here’s my progress on the inventory menu so the player can swap their characters’ chakras around. Nora has two heart chakras in her boobies since she’s a healer.
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>>1027561
I also made this zebra shark, one of my favorite creatures. I had an idea for a “zephyr shark” mob that would fly around and blast the player with gusts of wind like the zephyr mobs in the Aether Mod. They likely won’t be going in Nora & Bosequias’ game, as it’s going to be a turn-based game with semi-open world exploration. Since the zephyr shark’s attacks are based more on physics, I’m going to save them for Jita’s game, which I may elaborate on more in the future.
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>>1027562
{15:12} And when the sun was going down, a deep sleep fell upon Abram; and, lo, an horror of great darkness fell upon him. {15:13} And he said unto Abram, Know of a surety that thy seed shall be a stranger in a land [that is] not theirs, and shall serve them; and they shall afflict them four hundred years; {15:14} And also that nation, whom they shall serve, will I judge: and afterward shall they come out with great substance. {15:15} And thou shalt go to thy fathers in peace; thou shalt be buried in a good old age. {15:16} But in the fourth generation they shall come hither again: for the iniquity of the Amorites [is] not yet full. {15:17} And it came to pass, that, when the sun went down, and it was dark, behold a smoking furnace, and a burning lamp that passed between those pieces.

the lion
el león
el elyon (god most high)

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Should I try to make a comic in blender and then seek an IRL local publisher for it?
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>>1027543
Stupid question thread's over there >>1025537

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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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>>1026470
this is a great first attempt just keep at it
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>>1026486
box modeling the breasts seperately,subdividing and then merging it with the torso model as one of the last steps has been my go to also how do you make the skin so unlumpy and the creases so perfect?whats the voxel size when you retopologize?(also im really impressed by how well you got the proportions down while still pulling off that kind of stylization do you have any anatomy advice?)
>>
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>>1027239
>how do you make the skin so unlumpy and the creases so perfect?
I use the crease brush to outline different elements, smooth the resulting creases a little, then use the inflate brush on the areas between the creases.
I'm not sure if that's the 'right' way to go about it, but it seems to work.
>whats the voxel size when you retopologize?
0.01
>do you have any anatomy advice?
Nope.
I'm neither an expert on anatomy, nor did I use any particular references while making this. Infact I wouldn't be surprised if it's completely fucked anatomically.
I was just trying to make some pleasing shapes while attempting to get better with the sculpting tools.
>>
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First time sculpting in vr. With a clay shader I really love this rough look. Also still really new to 3d in general.
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>>1023366
Is it possible to edit the matcap you’re using on this model in blender and replace\desaturate the colors ? I want normal dark gray shadow instead of those red and blue ambient they’re very distracting?

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pretty happy my style is evolving and becoming better.
>>
Kill yourself, Cris
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>>1027442
Why are our models so ugly? Is everyone watching a 3d modelling course we don't know about? I just want to make a cute anime girl ffs.
>>
Test

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Making a new thread since the image limit got hit on da last one.
Show us that cool new project you got in the works anon-kun!

Previous Thread: >>1017627
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am i going to make it
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Some texture practice. Riffing off something from an old, canceled Warhammer game (in the corner).
Height, normal and diffuse made in GIMP.
Metal, specular, edge, and AO generated in Materialize.
Probably not a good idea to use displacement on a 'grate' or 'fence' texture, but meh.
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FUCK
This is HARD
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>>1027488
Wow, that's way better.
The topology on those eyelids seem a bit off tho.

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This is a render I made to help me understand light and form, It was made in blender is there any tips on how I can improve my stills any settings that I missed
>>
this is my set up
>>
Wanna render exactly like these as i improve ill move on to inorganic shapes color texture and so on..
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>>1027508
That’s noob level, you need to learn rbg, individual model lighting and moving the light. Only then can you learn the advance lessons
>>
>>1027506
You have the backdrop, after that the 3 point lights and the hdri are the most basic things, and after that you can take a look at directional lights and volumetrics.
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>>1027511
>That’s noob level, you need to learn rbg

rgb will come right after this (i will not grind these)i just wanted to see if i can improve on rendering,any settings i missed,if the lighting position is bad im focused on values for now as i get a better understanding ill move on

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need advice on setting up corrective shape keys,how do i set it up so that a driver automatically activates when my model bends its elbow?how do i set up a driver bone that follows the rest of the rigs movement but only activates the driver when i click on it and manually move,rotate,scale,etc?sre there any addons or geonodes that can help me with this?
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>>1026635
Those are basic driver stuff, not geonode shenanigans or whatever. Just watch 5 minutes of a basic driver tutorial and you'll be golden
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>>1026635
you mean you want some kind of adjustment bone? it's the same as normal driven shapekeys then, you just have a non-deforming bone parented to whichever part of the arm which will control your drivers instead of the joint bones themselves. watch a basic driver tutorial as >>1026641 said
>>
A while since I've done this. You'd want to use the eulerangles of posebones in your drivers.
Blender has some sort of autocomplete for selecting an armature and it's bones for driver source but that doesn't work. It has to be posebones.
Also found this:
https://extensions.blender.org/add-ons/easy-driver/
Probably easier to set up. They show the exact use case you mention.
>>
>>1027410
holy shit this is exactly what i needed thank you
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>>1026635
imma be so real, use corrective bones instead.

https://youtu.be/Zx2LtlZqG3g?si=5P9qMx-SK79XTZRl

https://youtu.be/Zx2LtlZqG3g?si=5_cBg4-ljqlAxiDi

theres def gonna be a time to use shapekeys, but i cant be fucked to learn drivers when the sound of the impending nodification of blender on the horizon.

All we need now is a node for shapekey fields themselves.

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>how do I?
>how do I?
>how do I?
>how do I?
>how do I?
>in blender
Yuck. Post your models already.
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>>1025899
Newsflash: He was never here.
>>
>>1025902
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>>1025829
https://files.catbox.moe/ivjfac.png
How do I eat ass?
>>
>>1025845
is he wrong? you fosstards always act like cultists
>>
untextured cuz i got professor calamitous syndrome (and my autistic ass wants to make katana ito wraps 100000% accurate but that bullshit knot on the cap pisses me off)
but here u go

YOu see this foot?
took me 40 mins while watching a tutorial on how to do it.
Only 300 verts
pic related has sub d on for niceness.
Going to work on the head soon enough. Wish me uhh luck.
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>>1026212
Too late- ahh gnnghh AH *splat cum*
>>
>>1026198
Nig-cel, you sculpt the hipoly and you retopo it afterwards where you can control if you want shitty ps1 polycount or resident evil ultra numbers.

Looks like you need to be punished now. *unzips my pants*
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>>1026243
I can't sculpt for shiiee man.
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>>1026212
It looks like a jade death mask of Scout tf2.
>>
>>1026163
damn, thats a genius loop, ty for this idear anon


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