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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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WIP thread

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this is a decent tutorial
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Thanks man, I'll definitely check it out.

For this one though, I wanna go as far as I can on my own and see where it takes me. Honestly I really just want to see how bad it's gonna be.

Earlier I had the fucking feet on backwards, when I realized it I honestly never laughed so hard in a while. Not to mention they looked like empty gloves. I'm having fun with it for now, but I'll definitely check out those videos after.
that's cool as hell, I'm sure you've been asked this many times but what's that for?
dat butt tho
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I'm currently trying to learn from that tutorial here's my progress (fyi first serious blender project)

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Can we make a mars exploration game ?
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you might want to give a try to music maker jam App for windows 10, ios and android. lets you create lots of fine music based off samples.
Alright, If some of the people involved give me a few ideas- mood and tone they want, and maybe what sort of direction they want me to go with the instrumentation (electronic, or acoustic - even elements from orchestra?), and I'll start work on something.
I'm thinking more atmospheric than digital.



The first song especially is like the soundtrack of fucking hell itself. If you wanna create a sensation of horror, go with that.
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We are so used to seeing the same eye formations with the same facial sensory organs with the same proportions. If you wanna break that resemblence of earth animals, you should stretch the concept around and go with disproportional forms. Otherwise it might just look like the things we found under the oceans.
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Trello is really good for keeping organized and knowing what needs to be done. You can create a task like "make a moonbuggy" and put in all the steps like modeling, texturing, animation for the wheels, and programming the controls. Then you can check off the steps as they are finished, and everyone can see what needs to be done and how they can help.

Trello is also free.

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>reflection of ourselves

A reason why I started the thread back then, to keep a log of all the talented individuals that have frequented /3/ over time.
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I like yours better. I remember saying back when you were working on this that the inconsistencies make it look like it's built more manually, and from scrap or something. If you textured it and made it all grungy and old it would be badass. Just needa turn that sniper cannon into a gattling gun and make it twice as big.

Something about the design of >>495600 is massively unappealing, and that design wasn't made by the anon who modelled that.
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If we're doing another collage
thats some bad ass hair spray
hey fucking arnold! that is great!
>Just needa turn that sniper cannon into a gattling gun and make it twice as big.
oh that's a good idea, I hadn't really considered that since I already had two smaller chainguns on the bottom, but I'll try it out
> If you textured it and made it all grungy and old it would be badass
I dont know if I'm just retarded or blender just doesn't like me but I can't seem to get unwrapping right. That and I don't know what the hell baking is. Like I said I'm a bit thick, I'm starting to think maybe I should switch programs to something like maya so my renders can look more clean and since blender isn't an industry standard

still need to figure out how to make nice clean lines like >>495600
has though, otherwise I'm never going to get better

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Will Blender sculpting tools ever be half as good as Zbrush's?
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Not learn it completely but enough to get a primitive up on the screen and start shaping it. I said learn the fundamentals not master it, you cunt.
>the norm
There isn't one.

This is because the conventional GUI paradigm is designed around manipulating flat things: web pages, images, movie timelines, spreadsheets, etc. The keyboard, mouse, trackpad, touchscreen, etc. all are without a single intuitive concept of depth, and a mouse scroll wheel has to pick up all of the slack here.

Everyone is constantly reinventing the wheel and will continue to do so until there's an interface element that behaves like a 3d spatial manipulation tool and screens show 3D.
>This is the golden rule for software interface designers.

There is no evidence that this principle is obeyed in any sort of software design. Lecture less you pompous turd.
I think the reason Blender won't be getting on the level of professional applications is because they work under muh free as in freedumb licenses. They can't and won't use shit that's licensed under the jews so they have to work around it. They could just be reverse engineering the tools in Zbrush, UE4, Maya, an literally become the best package ever but that will never happen.

>I think

You're thinking without enough data. You know what that's called, right?

Look in the Blender dev list. Big features are generally based on scientific papers (i.e. Cycles). Small features are generally user requests (as in, better hair sims for gooseberry) and are either based on papers or worked out between a few of the nerdier devs. Sometimes they add new functionality due to newly available libraries (i.e. opensubdiv).

They don't directly rip off the other 3D packages because they don't have to - the proprietary vendors do exactly the same thing. Almost every algorithm used in a 3D app is documented in a research paper somewhere.

The only thing licensing is doing to them is hampering plugin development and keeping people from making games with the game engine. Jonathan Williamson has been working on the former.

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i want to make a mold out of this so i can cast it in concrete, or some kind of durable material, to use as a vase.

anyone have any ideas on how i should approach this?

i can 3d print, but that would be really expensive, as it's 26cm tall.

i can laminate, but it would be an absurd amount of time to glue everything.

i have access to a cnc mill, 3d printer, laser cutters, and other woodshop stuff.

any suggestions? does anyone know of any companies that might make a mold from a 3d file?
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here's another image -- it /is/ a /really/ simple design

you obviously have never used a 3d printer at cost

if the printer can even handle a 26cm object it's probably a z corp or other powder based printer and that shit is fucking expensive

the standard maker bot cannot handle a z of 26cm
you can likely cnc mill this in 3 parts, one for each of your lofted sections since it doesnt look lke they undercut. i think you would have the top section oriented up, and the other two down, assuming your sections are relatively flat
I think you'd be surprisrd by the level of detail you can get by stacking 1mm peices, especially if its a large peice like yours. Anways thats besides the point.

Dont bother 3d printing it unless you want to make it out of plastic. Split the vase in half vertically in a way that ensures no undercut. Cnc both of those out of rigid foam. Give it a quick sand and then seal the surface with a mould release. Make a box around it, then cast the shape in plaster. Once they're set you can then use them to slip cast clay or concrete. Will post more when i have free time if you dont understand

Wow, I've got a wood shop, which means I have access to a bunch of planes, saws, chisels, and marking tools.

Back those were state of the art. pattern makers would make molds and whatnot out of wood. They were very precise. It's a bit of a lost art, but there's a few out there still if you search the youtubes.

Describe your CNC machine - what are its capabilities? Is it strictly 2D or can it do 3D shapes? How do you feed it data? Could you break your model into several pieces and make those on it, then assemble them to make the mold?

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How do i get 3D artist buddies?
I've been doing 3D for 2.5 years. But the only way i got buddies was from school, but they rarely do 3D now.

Pic not related
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Could be cool if people get on board with it, might check it out later

If you can do pic related, /jp/'s game making branch will accept you: they have a couple 3D modelers in there.
Ill check it out
we have the skype group chat too guys :(
even thought we havent said much in a while...
the link has expire. Can you send an other one?
This link shouldn't expire

Rather not share Skype details with strangers...

Are capsule envelopes from the skin modifier in 3ds Max supposed to be barely-editable pieces of shit, or am I just doing something wrong?
There has to be a better way to weight things, how do people even rig something that isn't a tube?

it's a giant pain in the ass. Do a quadruped, have you seen that old horse CAT? Total rubbish. The IK solvers are ok at least.

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What's a good program to bake normal's?
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It's old and slow compared to the competition, there isn't much to prove. I was great, and it's still good. It's just falling behind.

As artists it's not our jobs to be fanboys, but to use the best tools for the job.

> I was great, and it's still good. It's just falling behind.

Oops, apologize for the Freudian slip there. It's been a rough couple of years.
So, Because no one else has given an example crazy bump is it?
awesomebump.besaba DOT com

Free, is actually updated for current day workflows and PBR, has many more features and performs faster.

PixPlant is also a great Photoshop plugin that has a 3D viewer with real-time displacement, and is able to auto-generate a tiling version of your texture for you.

nDO2 is great as well.
pictures? specifically pigeon normal's?

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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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oh yeah and the cloth mesh is a wrap deformer.

its actually too complicated ATM. Ive come up with a better way to do it but I havent tested my new idea.
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and one for the road so you can see how the follicle behaves without getting stuck to a collider.
Do you have a tumblr or blog?
I would thank you like to know more, tutorials for one.

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Why isn't this in Blender?
I'm having a hard time setting up some lenses in LuxRender, and if it just scattered a couple dozen rays showing me their paths in the viewport, it'd make things so much easier.
13 replies omitted. Click here to view.

How about you give us a screenshot or explanation of what makes your lense special, because currently you've given us nothing but vague descriptions and it honestly seems like you're avoiding the topic.

What exactly are you trying to do and with what?
Of course it is
The question is: Can it be produced cheaply

Considering how bad you're at explaining it, I'm not surprised they got the answer wrong.
A somewhat funtional but very slow workaround: volumetric material and laser like lightsource.

What I mean:
1. fill the scene with almost invisible volumetric "smoke/fog"
2. use lightsource that has very thin light cone, almost a line
3. apply lences and see where the light is refracted

This would also work in cycles, so it would be easier to test.
im an architecture student and I can tell you having also worked with lenses for projects just make small scale replicas in real life, because no amount of paper work or 3d simulation will be accurate enough to really understand

*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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>I did cave
well, that's why it worked fine for you, bro. lol
ah well, maybe there will be interesting freebies in the future.
How the hell did you even get registered there? I tried registering cause it has stuff I want, but I never get any confirmation emails. Paying for a filesharing acc is small fries compared to how much you save on Daz3D assets.
Try a different mail provider or check your spam folders?

Yeah that's what happened to me when I tried to register for Daz. Google was bumping it to the spam folder.
>a month of novafile just to raid what I wanted in a day.

Hell, while you're sucking phongdzu's cock, why not pay for a membership on all 5 of his identical sites reuploading the content he found on skyback.ru and kat.cr

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Blender is going to drive me crazy, im trying to bake textures from high polygon model onto low using cycles, it looks good in the render preview but when i bake it i get these artifacts on my image, what is happening?
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do i need to turn the low poly to quads or the high poly or both?
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i figured it out, looks like, looks like it was the procedural noise texture node pluged into displacement causing it.

i guess i will just have to add the rough surface texture in an image editor, anyway thanks everyone in this thread for your help.

Yehh, I thought it was something in your material setup.

In Photoshop make a 50% Grey and apply filter "add noise", that gets you a simmilar effect.
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okay, but now i have a new problem, the bake ignores smooth shading and bakes everything as flat shading for whatever reason
oh nvm i fixed that too

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Are most characters for video games created in zbrush or Maya?
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>usually they're boxed in maya first,
Nope, not these days because of Dynamesh. Before Dynamesh, yeah often. It's just so much quicker to just get right to sculpting and then create your base topo on top of the sculpt. Being as efficient as you can is important to studio work, as is keeping your workflow easily open to modification throughout the process, which sculpt first allows for, instead of locking yourself into a certain basemesh.
i stand corrected, anon.
you are right.

but aren't most characters still based before dyna'd?

i haven't touched zbrush so i'm not sure if that's the current flow or if the base can by bypassed and dyna can be the starting gun.
>but aren't most characters still based before dyna'd?
Nope. Think of dynamesh as digital clay. There's no need to make a base first. It lets you just pull your forms out of any shape and sculpt with total freedom. If you're dealing with a generic human character though, then yeah you'd just start sculpting on a generic human base-mesh the studio would already have for you to use, or that you should yourself already have in your resources, no need to spend time remaking it for each character.

Do you have a library of your "go to" Ears/ hands etc or just a simplified version to shape per character?
I have a female and male base mesh for heads and body. Some 3D scans as well, but that's mostly used for reference. Ears you just need a generalized shape on the base mesh, all ears are pretty much the same, just some shifting of the proportions. Humans are all similar enough that you don't need to keep remaking a base for them, at least not a sculpting base, the game you're working on may have certain polycount limits or targets that they want you to meet, a certain level of detail on the base that your stock doesn't have.

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Sup /3/

We're qualified for the next 4chan Autumn Cup but our last manager died so we're gonna need a new one or we'll be disqualified.
Signups for the cup start are in like 10 days, so we'll need one pretty soon.

Anyone interested? I know the last few times we had a thread there were folk getting involved with the team, but that was a good few months ago so I'm hoping that interest is still here.

Here's our wiki page for anyone needing to read up on things:
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All that hyp for nothing
We're still in, but we'll have to use the Spring Babby 4-1-5 formation with the outdated roster
Well then, /3/ is still fucked. Meme formations never work.
The export Kupo posted is worse than Spring
>no medals forward
>two medals period

This is worse than horseshit
I'm interested in it

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