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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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its blender good to make 2d videogame? graphic adventure.
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Blender>everything else
When it comes to being trash, yes.
bge is fine for whatever you want to do with it.
just make sure your gaming rig can handle what you make.

if you have 3d backgrounds make sure they're pre-rendered.
if you have any 3d make sure its low-poly. (under 10k tris)
if you plan on making it like a point-and-click adventure game, your fine. a zelda-style action-adventure quest game, you're fine.

but if you want to make something crazy like bioshock:infinte it's best to use a separate engine unless you know how to code glsl shaders.

and all people that say blender is shit are buttthurt about the fact that they paid $3k+ for an inferior program.
I'm going to go out on a limb and give you some super edgy advice - using a 2D game engine would probably be better for a 2D game than the "game engine" built into a 3D modeling program. I know, I'm a renegade, I really like to go against the grain sometimes.
use godot engine, it's 100% free

W.I.P Post Processing Edition: Post your works in progress. WIP etc
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m67 nade
im following a tutorial, I have never used zbrush before. Any actual modelling critique for >>476738 is appreciated.
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A recreation of a dream i had
Still not done, about half way there
this. still. Also who the fuck dreams about tiny jets flying at head height through a city?

Try reducing the polys and you got a good game asset.

ITT: Post your greatest creation
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Rate my work /3/?

Too many chromosomes/10
10/10 name
0/10 project
I hope you didn't pay anyone to teach you how to make this.
well aren't you the edgiest 12 year old on 4chan today

how would one go about modeling the shoulder/collar bone/neck muscle part of the human body

sorry about the suggestive picture but it's the best one i could find
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any body have more wire frame views similar to this?
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does this help?
is that elliot rodger on the right

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Well, just made this random guy from some random industry you probably never heard of.

Some recomendations for real time rendering software?

Bad ear aanatomy. Bad chin anatomy. Lips are bad. Eyes re messed up.

People pay for this crap?
Jesus, CouldnĀ“t you be more of an asshole....OP image does have some anatomy issues (if that what he was aiming for) but is not bad as you make it look....and not even a fucking answer to his question....jeeez.
Best one at the moment is probably Marmoset Toolbag 2

It's sole purpose is to render realtime models for portolios and presentation.
It's $129, which is pretty good if you use it for portfolio renders to land you a job.

But if you don't want to dish out $129 you can wait a little bit, Blender is getting a viewport update which will be IBL and PBR enabled.

There is an unofficial build on the blender forums but I haven't managed to get it to work just yet, best wait for the official build:


Not sure how far we are from that though.

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Where can i buy a 3d model of this?
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Desire to make a better one and sell it for 25$
no strap?
What about the strap?
I don't think OP cares enough about the straps, probably just wants the tube.
no excuses

What do i do wrong?
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Everything... you're contours are completely fucked and you dont have any good topology
At least OP has good grammar.
You've got two main problems:
1. Your ngons are inexcusable. this is because the ngons aren't a part of a flat surface where they won't affect the silhouette of the shape.
You need to get rid of your ngons.
2. Your contours indeed suck. They don't flow. They look like a 12 year old went into photoshop, started using the pen tool, and didn't know how to control his Bezier curves.
Let's just focus on the grooves, what if I want to make those on the simple plane, I still need to follow the same route with cut/chamfer or is it a bad idea?
Don't say that with only one sentence available, I'm not native and never learned it intetionally so I don't even know if it's good or not.
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here ya go.

Questions go here.
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cgtextures dot com
>how do i google?
Who actually uses the distance between node in maya?
i guess it's good if you want to be an autist about measurements instead of just opening a cad program
Or unless you want to layout props in a scene as they will appear in-game, or i'm sure other numerous reasons i'm unaware of.
A tool isn't useless because you don't know what it's used for.
Why does Maya work in sRGB? Is it because not many people have a RGB display?

Why do you have to tell Maya to turn sRGB inputs to linear versions and then turn it back to sRGB with a gamma correction node or lens?

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What would be the best way to achieve a super low poly look like this in Max? I have the low poly model, but if I want that (lack of) lighting, that aliasing, basically that 'retro' rendered finish?
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Exactly, people that don't know what they're talking about should just shut up.
The assholes should follow suit as well.
>people disagree with me because i'm wrong
>worst board on 4chan

Achieving this look literally has nothing to do with lighting. If your material is 100% ambient, with spec/reflection disabled, such as OPs pic, it doesn't matter what lighting conditions it's under; it will always appear as flat and unshaded unshaded.
This is the worst board on 4chan because trying to help someone usually results in people calling others an idiot while they contribute nothing else to the conversation. That's not to say I expect people to be nice, but I think they should at least be constructive.
>3D Max
You can easily archive this, however i'd recommend switching to Maya.

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Can I get a real time cel shading in the 3ds max viewport like they get in softimage in this video: http://youtube.com/watch?v=yhGjCzxJV3E&t=13m14s

I know 3ds max is bad at that, but I'd rather not switch programs. Every example I've seen of cel shading in 3ds max only works when you render, not in the viewport.

Also, the shader they're using uses one texture for light and another for shaded parts of the model. Are there any shaders similar to that that I can use?
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>Can I get a real time cel shading in the 3ds max viewport like they get in softimage in this video:
Yes, but if you're asking then "no". Learn CG then you wouldnt ask questions like this. You're overreaching now
Thats why I posted it.
To be actually helpful instead of a cunt


what program/method is used to make something like this? I am guessing it's boning/meshing a 2d image.
I'd like to know how they transition between images (shape of mouth changes for instance)
Are there tutorials/instructions for this as well?
Thanks /3/.
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it doesn't look like that at all though.

It may be 3D but only if it's a plane with vertices moving around. Otherwise no part of her body moves in perspective, they're just rotating and scaling.
yeah it's like you can make a pretty mediocre 3d model, pose it, and then have an artists paint of it. Bake the painting as a projection and do some very minor animations.

The rest is just covering up problems in post. I'm sure the studios that do it have a very efficient pipeline that lets them pump these out pretty fast.
there's nothing 3d about it shitkid. it's just drawn and animated with liquify or mesh warp or something. If they went through the trouble to model and rig the thing they would make an actual 3d animation
yeah, in some parts it stretches really weirdly, suggesting some sort of morphing tool was used, like the ones you mentioned.

Here's my current design

Thoughts? Comments? First time 3d printing so I'm not sure how an articulated figure will work
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Actually, can someone help me redesign her
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Take this pic into your painting program and draw a robot that uses mechanical parts that fill our this silhouette.
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I'm interested, I might pop into the thread later with a redesign. Right now I am away from my computer.

...Silhouette is the most important aspect of character design.
Why not waste that material on an actual good model?
OP check out an app called "Tinkerplay"! It lets you design and build these little robotic looking action figure things reminiscent of the Micronaut toys from the 80s.

I just got my Buccaneer this week and have been printing lots of cool stuff from the Internet.

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Hey I'm new to 3DCG, but played around with blender and
I am now looking to get into some more advanced animating.

I want to buy/build a system specifically geared towards animating. I found a system for
sale for roughly $1,000 and I'm wondering if it would be a good purchase.


AMD FX 8320 3.5 Ghz
16 gigs Kingston 10700
Gigabyte 970A-D3P
AMD Radeon R9 4 gig
Coolermaster CM 690 II Advanced case

Any advice would be appreciated as I am new to animation,

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not /g/
If you buy that you're a retard

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I have a question is it possible to learn an 3d rendering program and making a 3d short film in under a year's time?
And tips?

- little knowledge on rendering and such
- probably going to use blender as a start
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Blender well game longer to learn than other programs but yeah, high school students make shitty little clips after just a semester of 3/7 day a week classes
Yes, possible, I made this in Blender in one year without knowing anything
>i've been learning and doing this for 8 years and i still can't produce a short

Yes you can, as >>476710 said, you could have made one after a year; it'll just look really crude

You should try to make a short you faggot, even if it ends up like shit you'll be so embarrassed it'll motivate you to git gud, and you'll realize what areas you're still lacking in
this post is a joke man,
also therisesrse was mad in max
That's one heck of a dedication right there. It's admirable that you did an hour long product.

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