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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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Previous: >>1021529
DLSS Edition
Someone needs to leak that build
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I want to make it so a model I made has the ability to hide the vaginal area and make it smooth. How can I accomplish this without having to duplicate the model, remodel it and redo textures?
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>>1028874
-model the body with the smooth version and the detailed version as a separate mesh.
-Use a vertex group with a mask modifier to be able to toggle the visibility of the smooth version, and have the detailed version's border vertices be an exact duplicate of the hole the mask creates, weights included. Now you can switch between both versions. A normal transfer modifier will then perfectly hide the seam
>>
I learned of Charmorph.
What’s a good blender clothes maker?
Any good addons for making animu?
>>
I've been trying to remember how I did it once before, but how do you bake an object's texture over multiple frames and/or use the surface normals+UVs like a camera?
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>>1028874
Your making a nudable Midna aren't you?

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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/
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>>1028657
I like collin's bear
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>>1028664
i'm surprised collin's bear made it onto the team, he is fun though
>>
The results of the 2026 Spring Babby auties are in and we've won EIGHT awards and was involved in a 9th (Stat Me's red card)! We won the following awards:
>Team of the tournament (31 votes)
>Most Exciting Team (18 votes)
>Best New Kits
>Best Model (yes, it was Gunt)
>Best Overall Aesthetics
>Best Anthems (tied with ourselves lole)
>Best Goalhorn
>Best alt-horn (tied with /vg/'s SO YOU HAVE A MOTHER)
Thanks to everyone that voted for us, this just goes to show that we've put in the work and got rewarded for it!
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>>1028901
Nice consolation for not winning the title
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>>1028901
>we've won EIGHT awards
holy smokes

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This is the UV quality of the most popular and profitable 3D game currently not owned by China. Why are you still trying so hard, /3/? Stop reaching for the stars when success lay at your feet.
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>>1028895
>reaching for the stars
Surely you are kidding, /3/ doesn't even go as far as your pic
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>>1028897
Speak for yourself.

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Why is this thing trying to become bloatware jack of all trades like Blender? It will just run at 20 fps instead of being specialized lightweight software. Also, I heard its better than Substance Painter for some parts of texturing. Any inputs?
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>>1026907
>>1026980
Why do they put politics and religion in? I don't want a forced pigkrainian flag shoved onto me as an icon.
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>>1026846
LMAO, look at that bloated UI.
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>>1026846
is it made by the azov battalion?
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>>1026846
I was surprised you can apparently sculpt in it too
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this shit is dope, I sculpt in real life with monster clay and this software is the closest thing to that experience. Layering on top of voxels instead of sculpting unmanagable vertices in blender.

Z brush is probably better and similar to this but that's too expensive for some hobby 3d modelling

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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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>>1028864
You download a full character for that, then look for the head morph in you parameter tab.
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>>1028861
make an account on https://zonegfx.com/blog I'll send you some neetbux. Just gotta visit the site every day and they give you 50 of whatever for their point system.
f95zone also has daz stuff https://f95zone.to/sam/latest_alpha/#/cat=assets/page=1/prefixes=33/noprefixes=35
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>>1028864
nd3d if you meant "cute"
>>1028857
shows us the problem
>>1028851
The driving force behind becoming a daz chud. Recreating fetishes you cant create in real life.
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>>1028872
here is an example of the issue
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>>1028902
i think the main problem is the pregnancy morph isn't very good. maybe look for a better one on renderstate/zonegfx
if you want abdomen stretch marks and shit you might not be able to find that

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I think making a 10min video was quite retarted, most of the big animation channels I've seen don't even have 15min of video content combined

i need to adapt to tiktok 10second attention spam era, but honestly can't think of any ideas
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The video is actually doing well, the problem is that youtube isn't showing it to a large audience, but a 17% CRT is quite high above average. I'd really like to know what the CRT of the big animation channels would be...
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>>1028882
Don't worry, I've already come up with a couple of good ideas for some shorts, they still require some work because they involve complex scenarios, but I really hope this gives me a boost

This will only be temporary though, the goal will always be to be able to start making my full series
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>>1028876
If you really wanted to go all in with quantity over quality, focus on reduction of animation time. Anyone can create idea's, (if your extremely bankrupt in the creative department use AI for scripting) not everyone can reduce the animation time needed to complete them.
Here are some:
-lower your frame rate
-use lots of panning shots where the camera moves but the character does not
-use pre-recorded stills ala a PNG tuber.
-Make the background or image rather than modeling an environment.
-Use high vis / neon colors and loud noises
-Try to encapsulate small, meme-able moments (roughly 1-3 seconds) with facial animation.
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>>1028876
Buy ads on 4chan
>>
Hire a superior sex kitten with piety

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I found a neat trick on blender that allow me to imitate the soft shading on the breast, flat shading on the rest of the body, that I saw on AI low poly renders.

:D
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>>1028837
It's impossible to find this anatomy in a woman?
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>>1028840
if your objective is to portray a trans woman who had a botched breast surgery done in south america, you are doing ok
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>>1028855
I'm not an artist. It looks good enough to sell. Chuds make Roblox porn and make bank, I can't see why my model wouldn't sell.
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>>1028867
if this level of self awareness and ability to take criticism is all you have, you won't last three days trying to sell something.
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>>1028867
>I'm not an artist. It looks good enough to sell
god i fucking hate moneyfags ruining this board with their greed and retardation

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>no, you can't save your animation, you have to mark those keyframes you're working on as having a "Fake User" or we'll GC them out of existence
Who came up with this shit? Fuck blender.
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>>1028777
>I don't know why
Because data in blender is reference counted.

As you might know, data in blender - whether it's mesh data, animation data, image data, material data, and so on - isn't married to its container, it just exists.
You can spawn a new monkey head and a new cube, then select the cube and set it to use the monkey head mesh data. And then this object will retain the original cube's modifier stack, object transforms, and other object data, but its mesh data will now be shared with the monkey head object. If you edit the monkey head object, the changes will be visible on both objects, as the monkey head mesh will be used by both. You can then clone the currently used mesh data on an object to create a new mesh data copy you can work on without new changes appearing elsewhere.

This is flexible, but creates a problem: deleting a container (like an object is for mesh data) doesn't actually do anything to free the memory used by the mesh data, as mesh data exists independently. Deleting an object only removes the object with its object data - modifiers, custom properties, transforms, etc.

So all data is reference counted. Any object that uses the data adds a 1 to this data's reference count. And removing a user subtracts a 1. That way if the object is used anywhere, the reference count is guaranteed to be above 0. And if it's unused, it'll be 0.
This count is used by the garbage collection system to determine if the data should really be deleted from memory for good, or not. The scan typically kicks in when you reload the file.

Yet that may be problematic for data you wish to store, but don't want to use right at this moment. Like animations.
This is why the "fake user" button exists. While toggled, it adds a 1 to the data's ref count, meaning the data's ref count will not be 0, and thus will not be deleted even if it's unused.
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>>1028794
>Because data in blender is reference counted.
Why'd the supposed computer nerds making blender take one of the worst things in programming and bring it to animation?
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>>1028885
Because referencing data makes the software perform better would be my guess. You don't want to store and process unused or copies of data
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>>1028885
It's not that animation is singled out, that's the architecture of the program. Memory management doesn't care if it's removing unused animation data, image data or mesh data. That makes the system more robust because you don't have separate code for separate data types.
Reference counting most data is mostly intuitive because generally if you want to keep some data, you keep it in a scene, even if it's in a hidden layer or scene. It just so happens that the way animation data is often used, like if you were making a game model with an animation library, often forces you to disassociate it from the target armature, which removes said data's only user.

Since blender is a modeling program, it needs to be flexible, so duplicating the same data for every instance of it is not a good approach. And the only approaches to managing shared data reliably are manual "registers" for a given data type, and automatic management like blender does.

Take material data for example. Materials are generally shared by many objects. In 3dsmax, there's a separate register for materials, you manually add and remove materials there, and assign them to objects from there. There's probably some button for autoremoving unused materials from the register somewhere, but the last version of max I used was 9 so I don't remember.
Material data is just data like any other in blender, so it's managed automatically. Any unused materials will be removed automatially after enough save/reload cycles (if you delete an object with a 1 user mesh using a 1 user material, the first cycle will remove the mesh data as it will have lost its sole user - the object, and the second will remove the material as it will have lost its sole user - the mesh).

It's true that this is sometimes jank to the user. But DCC users aren't really the "general public", so intuitiveness takes a backseat to efficiency. But if you were talking about a videogame or a website, user friendliness would be most important.
>>
Oh look! Another Le gay jeet meme spouting faggot!
Aren't we lucky?
He also post A.I. slop in a 3DCG board, smart!
What a great asset for /3/!

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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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>>1028630
no that's 3D in general, it be complicated
>>
I'm looking around and I think it might be impossible to set up a material in such a way that it ignores the depth buffer (renders on top of everything). All solutions appear to be completely fucking insane gobbledegook about having an entirely separate object in a different scene. I'm going to lose my mind if this is actually the case.
>>
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>>1019900
>>1019911
I'm quite happy with blender but indeed the animation system is annoying as hell. What is a good alternative at this point? Preferably something that is cracked easily.
>>
>>1019900
>>1019911
>>1028889
Blender's animation system was so insane I just decided to run a segmented model system and manually move every object by hand per frame.
>t.blender autist
>>
>>1026359
>Optiploy
ermagawd this might be the thing i should have been looking for, thanks anon

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*teaches you nothing*
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>>1009415
>>
>>1009405
is he a faggot in real life? bottom or top?
>>
>>1027606
>>1027607
its a donut tutorial
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>>1028809
>teaches you workflows and options that no other object tutorial spends time on
It's not a donut tutorial.
>>
since this seems to be the tutorials thread, poasting this here, because it's a huge free film making course from pixar: https://www.khanacademy.org/computing/pixar

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Is using ai as a refrerence for your characters bad?
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>>1027094
To add to this. There's no reason you need to go around telling anyone you used ai references. Show off the model you made, not your image planes.
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>>1026931
Are you saying you would use AI if it didn't take more electricity than the electricity and compute you've spent while drawing digitally on your computer?
In that case, I may have a bad news...
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I don't think so, take this model here (unfinished obviously) as an example.

I couldn't find any clean images or downloads of this model from a now defunct Fortnite mode anywhere. What I did have avaliable was a short Twitter clip of the characters performing some animations.

After some real head scratching and trial and error, I just couldn't get a decent turnaround for moddelling. Then, I ask Gemmini to upscale the inital rest pose and create a side pose.

Is it perfect, no of course not, it has no idea what the model looks like from the side, and it'll be a bit off, but its more than enough of a base. And that's what Anti-Ai chuds will never understand. I used Ai to help fill in the non existant knowlege gaps, not compeletely replace the creative process. I still need to shift and pull the model until it looks right, rig it so it moves right and texture it so it looks correct. Me, the human does all this, not AI, it does the parts I can't do, and I take it from there.

Using AI can be a slippery slope, sure, but if you're self aware, smart and savy enough to know where to use it, and where to show restraint and do it yourself, you will always pull ahead of those who insist on placing themselves at their polar extreme of the argument.
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>>1026860
No. I do it all the time. I even use Hytem3D to make a 3D sculpt of it. There are even more tools for topology, but I like to do it by hand once I'm on this stage. Still, doesn't hurt every now and then to do it yourself.
>>
If you blindly copy Ai reference yes. If you use it for ideation and don't add retarded details no.

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https://studio.blender.org/training/facial-rigging/
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Wrong frame lol
>>
bump

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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

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Okay let's have this talk.

How do you guys do your jiggling.

Physics or Rigging approach?

I feel like the physics approach feels more realistic but also somewhat restrained? You can not fine-tune the look to how you want it to be.

This might just be a skill issue as well.

When I look at popular gacha-games and their models they appear to be using a bone based approach at least.

What do you think is the more elegant/better looking way?
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>>1028356
simple rig + shape keys for specific poses

wiggle bones will do 99% of the work
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Any tips for modeling female hands for animation?
The left is my attempt following a tutorial, right is the general shape I want (it was triangulated and I tried tris to quads but topo is obviously shit). That tutorial makes wide gaps between the fingers and the fingers look like sausages. I want the fingers to be a little blocky.
>>
>>1028544
You have the models side by side, use proportional editing and sculpt mode to touch up the one on the left until it has the proportions of the one on the right. Along the way you'll figure out what exactly makes the right one look right
>>
>grab some models off deviantshart
>they're missing critical files and wouldn't open properly
>ask the uploader if he forgot to include them
>he confirms it then suddenly blows up "erm i will be blocking you now because you didn't watch my page or favorite anything"
that's the weirdest ass interaction i've ever had on the internet
it's grim that the model sharing scene is littered with these volatile types

Just started Blender three days ago. No fucking idea of what I'm doing.

Suggestions are welcome.
>>
>>
>>1028858
>>
>>1028858
Now you put it in context
>>
>>1028858
>No fucking idea of what I'm doing.
>Suggestions are welcome.
You're having fun


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