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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
http://freetexthost.com/nzjanyanw0
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,
-Maya
-Softimage XSI
-Lightwave
-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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>>

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Continuing from
>>483148
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Would this work as a low poly model and if so how would I go about creating it?
>>
>>512437
definitely would bruv
just model on top of it dude, use the little thing that let you put images for reference
>>
>>512444
I was thinking of exactly that but I've gotten stuck when I realized I have no idea how, after the model is made, I can't use this image for a skin, which seems like a horrible shame.

Right now I am searching for a good video which would help me with accurately skinning this robot.
>>
>>512468
This is a beginner level project
If you have to ask how you should go about it, I suggest you go back and learn the basics of modelling
>>
>>512490
I can reasonably model the robot but I am having trouble figuring out if and how I can use the image to skin it as well.

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Hey /3/

Anyone tell me how I can recreate this effect in C4D? I'm a graphic designer with very little experience with the program but I'm pretty sure it's a fairly simple task.
>>
>>512483
If its a fairly simple task why don't you use your brain and figure it out on your own.
I just don't feel like using mine.
But i will try: spline with linear something, some modifier-thingy and balls on a spline with color things.
Good luck , graphic designer.
>>
>>512483
beeple-crap.com/resources.php
dl some projects from this guy you'll learn alot also try watching some greyscalegorilla vids.

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Have you seen this documentary /3/?

https://youtu.be/HL0RH3x7Zzo?t=7m

Its a documentary about computer animation both 2d and 3d, but mostly 3d, from 1988. Its definitely worth a watch if you are not familiar with old outdated technology and tools and where the 3d industry is coming from.

The process they went through to model and animate that guy at 0:70 seems totally ridiculous.
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>>
>>512332

This takes me back. I had 2D and 3D computer animation classes in college back in '84.

Our 2D animation was done on Apple ][e computers that had a digitizing tablet and a special graphics card and monitor. We had a video digitizer too which was a black and white video camera and it had a disk in front of the lense that had a red, green, and blue filter on it. Anything you digitized was digitized three times, once with each filter in order to get a colour image. It took an hour to digitize each colour in high resolution.

Our 3D animation was on state of the art 286 PCs but were rendered on a mainframe. We could render on the PC but it would take hours so we worked strictly with wireframes. There was a mode where it would only displace the wireframes visible to the camera but it was slow too. I can't remember what the software we were using was called but it had no rigging. Most of our models were just built out of simply primitives. You'd move the primitives around, keyframe it and tween it to animate.

This was a few years before the Commodore Amiga but it seemed so high tech at the time. If I took my laptop back in time and showed it to my class along with the software I'm using now and demonstrated a quick model and animation they'd probably burn me at the stake for being a witch.

The digitizing tablets we had didn't even have pens. They had a mouse that had a piece of plexiglass on the front with a coil of wire embedded into it and a cross hair in the middle of the coil which is where you were drawing.

If you wanted to make a model that wasn't simply simple primitives put together and stretched and shrunk into different shapes you had to manually enter in the vertex positions. We'd make the models on graph paper and then enter the vertexes and hope we didn't fuck up conceptualizing it on paper and in our heads.

One of our projects was to make a human head. They all looked pretty freaking sad but we felt so cutting edge at the time.
>>
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>>512442

This is probably pretty close to what the head I had to make as a class project looked like. You'd use graph paper to make the top, side, and front view and plot out on it where each vertex would go. Then you'd go into the editor and starting with the top most vertex start entering all the other vertexes that were part of it's polygon. Then you'd select an edge and enter in where the next vertexes connected to that edge were. There was no extrude. Not counting the primitives I used for the eyes and ears I had to manually enter the data for around 175 individual vertexes. It did symmetry so I only had to enter in the data for the positive side.

I scored pretty good on the project but lost points because the ears were cylinder primitives instead of modeled into the head. I had to book a PC in the lab at 3am and it took me a few hours to get it looking right so I was just "fuck it" when it came to the ears.

I think the software we were using was called Pegasus or Paradigm... something that started with a P.

It was tedious as hell to work with and it didn't help that our prof kept saying "The software will also do such-and-such that would make your workload much easier but we don't have the hardware to do it so you'll have to do it the hard way."

It is no wonder I didn't want anything to do with 3D computer graphics after graduation. 2D Computer animation I liked very much though.
>>
>>512455
>>512442

You've achieved high levels of oldfaggery in relation to 3d graphicals.

Awesome.

I'm glad that we have such nice modeling software these days.
>>
>>512442
>>512455

Please tell me you're making good money now.
>>
>>512332
more 3d docs?
https://www.youtube.com/watch?v=eDoVcGPw_3o
https://www.youtube.com/watch?v=OtG6--4r_qk

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I recently downloaded a free blender porn model and it appeared pretty flat 2D like in the render/viewport of blender.
I don't really know how to use blender so I exported to Max.

How do I do this in Max?
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>>
>>511844

Ya I realized what you meant when I looked at ur post again.
>>
>>511845
Cool.
Now how do I render exactly that? It's just in viewport?
>>
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>>511848
>>
>>511833
Where are you getting the porn models? I want some VR porn games but there aren't very many so I have to fucking make them myself.
>>
>>512485
That specific model was from patreon page. Just google "endless illusion mlp model download" It's free from there.

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So i'm relatively new to CG, less than a year. And this is the first time i really worked on a character but everybody seems to hate it. What did i do wrong ? How can i make it better (using blender) ?
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>>
>>510257
>>510294
>>510295
Syndromes or no, the corners of the mouth and the pupils line up vertically.

> but it's my style

fuck your style and fuck you, fix it because no one is going to hire you until you get over yourself
>>
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>>512030
I is hired nao???
>>
Check out mine:
>>
>>509749
>being butthurt by opinions

It looks pretty good. You just need to work on texture detail. It needs to look more like real skin, dust on fabric, etc unless you are going for a more Disney animated look.

The hairline at the forehead also looks if an animated film character.
Mostly needs better texture mats, that's about it.
>>
This looks like that punk kid from Riverwood

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Helen Parr thread continuing from : >>490393
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>>
pls happen
>>
Nothing?
>>
>>511932
>>512055
he dropped or just moved to another project.
>>
>>512075 noooo pls nooooo
>>
I wonder how hard it would be to get that shape in bodyslide for my Skyrim... im saving this image as reference.

If anyone here knows please... leave a link to your steam, i am a experienced modder, basic 3d skills mostly a script kiddie but I would love to get my girls to look like that.

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any good tutorials to start in blender?
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>>512228
>makes thread
>won't google
>>
https://youtu.be/kXSZWorysf0
>>
https://youtu.be/mgIPM9G_ASk

https://youtu.be/FRfmAG1FoCs
>>
https://youtu.be/_Syde4AhjUk
>>
I snorted various youtube tutorials until i approximately understood how to have success.

But yeah just hit youtube and search. Watch all of them. Or just, like, whichever ones are for recent versions of blender.

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r8 & h8 my new ut2004 map

https://mega.nz/#!C5RkDJBS!9X4ZpCAVtw0GlyOC5ubP3iEaygqVLnLIHRWNq7YR2Do
>>
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>>512438
>>
>>512438

I dun goofed the link:

https://mega.nz/#!yoJHmT6Q!ani5TB57V7ZkfT4IFxfT49-7MbgZsOXxphEWamYtwBI
>>
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is that a hotdog between 2 buns?
>>
>>512459
I think its suppose to be a meat ball sub, though when i was a kind that is how i ate my hotdogs
>>
>>512459

it's a choripan

https://en.wikipedia.org/wiki/Chorip%C3%A1n

op must be argie

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Old one wont bump.
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I can't stop laughing, I haven't made any adjustments yet, just set up the bare shapes. This is my first time doing a head. I love it.
>>
>>512458
>just set up the bare shapes

No you didn't
>>
>>512458
I think it's beautiful
>>
>>512458

Keep practising. I'd like to see more this is hilarious.
>>
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>>512398
>>512405
I think it looks better at night tbqhwy.

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I don't suppose anyone knows any good software to turn rendered images into comic strips/pages that you can add speech bubbles to.

I did this in MS paint but if I change the size of the image the txt is unreadable. Should I just stick with paint and make stupidly huge comics
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>>
>>512069
And the winner is Gimp, mainly because it is free, and i'm not drawing just making panels
>>
>>512464
you can do animation in gimp as well, Id be cool to insert an animated panel now and then.
>>
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>>512056
why not use blender? it's super practical
>>
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>>512473
That's what I was doing to make the images, I just wanted to figure a way to set them up in a comic format and add speech bubbles.

>>512469
Did not know that, i had planned to start making animations for stuff, like a fight scene, since thats basically what blender is for, but i need better skills and better equipment. right now i just got a laptop that freaks out over hair on a teddy bear.
>>
>>512476
well hair is intensive.

I want to onion skin/ghost key frames but cannot for the life of me figure out how to select a rig's mesh. I've been searching the net all day. It's not locked out through layers or drawing overrides. Why do riggers lock out the mesh anyway?
>>
You should be able to select it in the outliner. It's hard to say without having the file.
>>
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Go into the outliner and select whatever mesh you are trying to edit. Then go: Attribute editor>object's mesh tab>object display>Drawing Overrides>Display type. Change it into normal instead of reference.
>>
>>512453
yep, that's letting me select what I want but it's not letting me ghost like I have in the past with simple geometry.
>>
>>512454
I don't think ghosting works on the mesh after a rig's mesh has been binded to the skeleton. I know you can ghost the controllers, but not the mesh. I suggest you look up Arc Tracker as an alternative to ghosting.

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http://www.daz3d.com/freebies
http://www.daz3d.com/m4-hero-pack
last thread:
>>478873
If you got the V4 hero pack from the last thread, they're giving away the M4 hero pack now.
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>>
>>512409

You forgot the "unless you know what you are doing" part.

I forget what it was called just now, you had to uninstall DAZ Studio, reboot your pc, manually disable the process in task manager (which start up with the system, surprise surprise), and then manually delete the DAZ Studio registry keys. It was a complete pain in the dick. All of that just because I wanted to do a fresh install of DAZ Studio and my content.

I never reinstalled on my actual machine after that, because fuck that kind of horseshit. I also never tried to just remove the process from startup with msconfig, but that would likely work instead of rebooting then disabling it by hand.

I still use DAZ Studio from time to time, but I keep that shit quarantined on a virtual machine now.

>>512350

Is PostGres the new (4.7+) or old (4.6 and previous) database? I remember they switched database setups at one point, and fucked over smart content for months.
>>
>>512408
>probably the most unprofessional clusterfuck of a corporation ever
whoa whoa whoa

http://poser-world.pissedconsumer.com

This is a whole new level of FUCK YOU, BALTIMORE
>>
>>512419
>I remember they switched database setups at one point, and fucked over smart content for months.
That was when they switched to PG from an older, shittier db platform whose maintainers abandoned it.

PG is designed to be enterprise-level relational database management for server applications, and it buries itself balls-deep in your OS to remain robust. In fact, it creates a silent user named postgresql in Windows whose password doesn't expire which runs it in the background at startup.

If you're asking why they didn't just use MySQL instead, it's simple: MySQL requires commercial licensing for embedding in commercial, non-FOSS software, but PostGres' license is militantly free no matter what you do with it. There are shovelware poker games which use it as their db engine for this reason.

There's no crime in avoiding reinventing the wheel but PG is a more resource intensive piece of software than most of the desktop applications that choose to rely on it. I will say that if you had a runtime that was half a terabyte and you needed to quickly find all the sci-fi themed assets, a robust database engine is a smart idea.

But realistically if you're at that point, you might be better off having an indexing system not beholden to a specific posing/rendering application.
>>
>>512436

PostgreSQL doesn't work depending on what firewall or antivirus software you have. If you use ZoneAlarm you're screwed. DS 4.9 won't work unless you have of PostgreSQL connection so depending on your antivirus/firewall you can't run 4.9 at all because it won't work with the Valentina db.
>>
>>512456
That's because it wasn't meant to coexist with firewall/AV software you download from Cnet. It's intended to be installed on a hardened Windows/Linux server where the built in firewalls/AV are robust enough to do the job, or you're a sysadmin who knows what they're doing in configuring the platform.

MySQL/MariaDB are better choices for a desktop footprint.

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Since there's so many threads asking Blender questions.
>>
To start off, if I'm using shape keys to change the length of body parts that have associated bones, is there a way I can avoid having to manually adjust the bones to match the new body?

Alternatively, can I just solve this by making the body match the bones instead?
>>
>>512461
Yeah but they are all the same Question,

"Whats a good Tutorial?"

So you should have put a series of tutorials for beginner and intermediate users.
>>
>>512463
To be honest I'd say that the Blender Reference Manual has come a long way in terms of quality.
Very high quality information.
It's been so long since I started Blender though that I've forgotten what a beginner would want to know.

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How is she coming along /3/? What else do I need to fix about her?
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Worked on her hair too, rendered med- settings to avoid the long render times
>>
>>511606
The most glaring issue, to me, is the lower lip. The arc from the edge of the mouth to the lower lip is generally more dramatic than a nearly flat line.
>>
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She looks less retarded now.
Next are those damn eyebrows
>>
>>512340
rotate the eyes inwards slightly. Turn the corners of the mouth up.
Manually model the eyebrows:
make a few variations of thickness, of single hairs, out of splines, make a vaguely rectangular / eyebrow shaped array of them as instances, , group them, use a lattice to shape it to the brow/ and taper, then manually adjust the splines as needed.
Right now they're way too thick, and dense, and dark.

You might also try creating multiple textures of an eyebrow and layering them with multiple meshes.

Keep in mind that there's no "correct way" to make this. Even if you're planning on rendering close ups of the face, doesn't mean transparent textures can't look good if made well.
>>
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>>512340


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