[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k] [s4s] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / out / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / wsg / x] [Settings] [Home]
Settings Home
/3/ - 3DCG

[Advertise on 4chan]

4chan Pass users can bypass this verification. [Learn More] [Login]
  • Please read the Rules and FAQ before posting.

11/28/15New trial text board added: /news/ - Current News
11/12/15Name changed. WWE topics on /asp/ - Alternative Sports & Wrestling
11/09/15New trial board added: /trash/ - Off-Topic
[Hide] [Show All]

You anon might like it more. "Anonymous Documentary - How Anonymous Hackers Changed the World Full Documentary"

[Catalog] [Archive]

File: 3.jpg (3 KB, 145x37)
3 KB
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.
72 replies and 56 images omitted. Click here to view.

File: 1443268221127.jpg (1.36 MB, 1500x882)
1.36 MB
1.36 MB JPG
>>498957 reached bump
252 replies and 120 images omitted. Click here to view.
The biggest issue is that his torso looks like a box... It's way too flat on the front. You also overdid the amount of wrinkles on the pants. And you need more color variation in the face, a mans face is naturally darker where their bear/stache grows, and the nose should be a tough redder.
I see what you mean about the torso, which should be an easy fix. I agree about the face as well, getting the face color just right always takes me forever. The pants are quite baggy for the ss panzer uniform, but the normal map is to strong compared to the silhouette, so that is probably why is looks off. Thanks for the feedback.
floating belt
shoulders pushed forward
i dont get the jacket design, where are the buttons? whats making those fabric stretching folds?
folds look weird all over
awkward way the pants go out of the boots with no compression or anything
eyes look weird, i think its the are above the eyelids
File: Capture.png (82 KB, 966x633)
82 KB

Working on a Fallout 4 alien blaster via NURBS. No UVs on my reference model.
i may not be up to date on game engines. but im pretty sure they cant render nurbs. which is why cards are used instead of nurbs hair/grass

File: 56665.jpg (209 KB, 1190x563)
209 KB
209 KB JPG
last offer before they go expensive niggers.
18 replies omitted. Click here to view.
Quixel supports all the way back to Photoshop CS3... So you could simply buy a permanent license to CS3/4/5/6, whichever you can find for cheaper.

Photoshop is an essential software to have if you want to be in this industry. It's on absolutely every job posting.
Quixel all the way, pretty much the best thing that came out for texture artists!
Maybe if it where usable like they advertised.
But it isn't. The UI is buggy. It is still slow and it takes twice the amount of RAM as the same model in Painter.
get more ram scrub

File: Question-Time1.jpg (26 KB, 300x300)
26 KB
Old QTDDTOT thread is dead.

Is using noise reduction filters generally frowned upon for stills or is it acceptable for some cases?
86 replies and 18 images omitted. Click here to view.
File: image%3A5890.png (467 KB, 1024x470)
467 KB
467 KB PNG
Hey, I wanted to know if there is any way of modeling hair like in pic related on blender pls respond
Are there any differences between different sampling strategies such as Hilbert or Vegas? Do they have any benefits between each other?
Sculpting? Yes.
Box modelling? Also yes.

I'm not too sure about Blender, but if it were me, I'd start with a cube, roughly shape it by subdividing and moving some points around, then extruding faces and collapsing edges to form the many tufts of hair coming out, with some joining back in or such.
I could demonstrate it or show a topo image but only if you're interested in trying the method I'd use
Thanks for the reply I basically just extruded edges and made posts of plane 'hairs'. It looks nice but I'm going to try this to see if it looks better. I had another problem tho, some bad polys I can't recalculate or flipbdirection
File: 1414320202480.jpg (49 KB, 640x480)
49 KB
What's the best way to learn Maya in a somewhat structured way without taking a class/signing up for some kind of subscription? (Video series rather than individual ones and/or books, for example.) I've checked the sticky, but it's almost like a scavenger hunt when it comes to getting started. Thanks in advance.

File: 666777_orig.jpg (173 KB, 1024x768)
173 KB
173 KB JPG
It's possible to scale a modern engine (Like UE4) back until it looks like a late PS2 game, right?
2 replies omitted. Click here to view.
It's possible, don't expect the game to run on the period-correct hardware though. If the game looks like a PS2 game it damn-well better run on my GeForce 2.
There's indie games out right now that look like early Xbox games, run horribly, and have positive reviews somehow. As great as it would be to get it running on 1999-2004 hardware, I don't think the people who buy indie games these days are smart enough to care.
Muh grafix
i wonder if i could enter her library...

also interest, but instead of ue4 for unity
90% of the stuff produced with Unity already looks like a PS2 game.

File: images.jpg (16 KB, 512x287)
16 KB
Hi /3/,

I was wondering if someone here sells 3D stuff in sites like turbosquid, and makes a good living of it.

Hearded stories about people with 500 - 1000 models to sell online, making something like 3k dollars a month. Or even more.

Whats your opinion about it? Can you make a living selling 3D and working as a freelancer?
9 replies and 1 image omitted. Click here to view.
File: e5e02985df.png (477 KB, 874x845)
477 KB
477 KB PNG
Mostly full avatar replacement kits - furries(kek) and humanoids - as the "Default" avatar is ten years old, and third party alternatives are used by virtually every user. Mine aren't very impressive models - most of the appeal lies in technical complexity, and ease of end-user tweaking.

There'd probably be more money in just modelling /fa/ props like high-heeled shoes and bling - but I'd rather kill myself.

It's really not a market you'd want to push into, though, unless you have absolutely no shame.
Are people super anal about their clothing fitting on other meshes? I feel like full avatar meshes wouldn't be popular, surely their old clothes would not fit your mesh?
File: 734529d26a.png (293 KB, 1124x709)
293 KB
293 KB PNG
They're not. Once an avatar becomes popular enough, other people will start making content for it - provided that there are files they can use to build around and reference/copy weight data from. As long as there's a little bit of variety, you'd find the users to be exceedingly crafty when it comes to playing dress-up.

The exception is if you make regular human avatars - some people are very invested in certain old expensive products (Look up SLINK feet. It's weird. Don't question it.), and will harass you relentlessly for supporting these monstrosities - which will require exact vertex alignments to avoid seams. This is the main reason I don't do human avatars any more - dealing with the brazilians and soccer moms who need to be handheld is a nightmare without end.

Sorry for my ignorance, but i couldnt understand clearly what you said.

Youre saying that people usually like to buy models with cloths, just to take their clothes and put into another model to see how it looks like?
No - if you make, say, a muscular female avatar that becomes popular enough, then OTHER artists will want to start making clothing for YOUR model - simply because you've created a new market. <:

You basically have to get lucky, and start a fad.

File: Zspheres.jpg (256 KB, 1951x1476)
256 KB
256 KB JPG
Getting into Zbrush and I have this problem with Zspheres. Hope someone can help.

I make a basic Zsphere and paint some new spheres over its surface. Now the draw size slider determines the size of the new spheres right? Well the problem is that this effective draw size seems to depend on how close you are zoomed in onto the model.

For example I zoom in onto the model and pick a suitable draw size I can use it just fine at that zoom level. But when I zoom out (or in) an bit and paint again, the effective draw size of the new spheres it drastically different. This is irritating as hell. And at some zoom levels the new spheres are not even showing up at all. Is there a way to make the effective size of newly drawn spheres stick and be the same at each zoom level?
press the dynamic button and then read the sticky

hey /3/ i am making a sanic game called sanic 420 blaze it and i need a 3d model of sanic. the model has to be like the actual sonic but corrupted faced like sanic.
47 replies and 11 images omitted. Click here to view.
Mega link pls
File: 1.jpg (126 KB, 837x892)
126 KB
126 KB JPG
I don't fear being left alone, but in fact I dream of the day people will finally leave me the fuck alone.
File: SANNOC.jpg (31 KB, 797x632)
31 KB
lori pls
sorry for the really late reply and here the whole project. http://www.mediafire.com/download/vruk366jcy9xqeq/Sanic_420_Blaze_It.zip

File: nGbVY2G.png (252 KB, 830x555)
252 KB
252 KB PNG
how do i achieve a smooth floating intersection like this one? (working with max)
4 replies omitted. Click here to view.
this, ofcourse union boolean
You have to create more vertex in the bottom part of the pipe, maybe using swift loop in editable poly or creating you own vertex in the same mode.
zen tools
File: fgeom.png (702 KB, 1009x767)
702 KB
702 KB PNG
Why is everyone suggesting boolean?
When it's clearly floating geometry, OP is probably trolling.

File: shadow 8- Raised object.jpg (216 KB, 1800x1066)
216 KB
216 KB JPG
Is there a way to make visible construction lines when lighting using any 3D software? Kinda like pic related. You can see where the light ray touches the object to plot the cast shadow.
why would this be usefull, you can just use shadow preview
Helps me understand better. So, is there a way?
If you use CAD software - its simply sketched lines.
For overs - just make a visible edge from a lightsource

how can you not use google man
Not really what I'm looking for. Thanks anyway.

Ok, I'll try this.

File: airfoil.jpg (139 KB, 1196x543)
139 KB
139 KB JPG
High school inventor noob here. I was using NACA airfoils before, but then I found some problems that I don't know if are actually problems. The fact that the camber line is made from two parabolas that are pieced together at the point of maximum camber means that the two curves on the upper surface are only first degree smooth with each other. Same with the two curves on the lower surface. Also, the two curves that intersect at the leading edge are only second degree smooth with each other. I tried to make my own airfoil where the surfaces are made from one, continuously-changing spline, and the camber line is made from one spline with one vertex, to make it smoother.
My design was based on NACA airfoils, so the shape is described by the same variables, with the addition of the position of the maximum thickness on the chord, and the trailing edge thickness. This one has a max thickness of 10% of the chord, located at 30% of the chord's length from the leading edge, a max camber of 3% of the chord at 42.5% of the chord's length from the leading edge, and a trailing edge thickness of 2.5% of the maximum thickness.
What do you think? Any suggestions? Is there another airfoil I should consider researching maybe?
We get it. You know lots of big words.
Ask your teacher, nerd.
/sci/ might be more interested in this, all /3/ ever thinks about is zbrushing their waifus.
Honestly I have no idea what you are saying or describing. >>503437 is right.

You might want to consider looking for that NACA airfoils and stuff on academia.edu or sites like that. Maybe even scribd or the internet archive can have documents with the research you need.
Just because you're asking grown-ups doesn't mean you have to be all Jargon like that.
I for one have no idea what you just said.
>>503437 yup
To be fair, its basic airfoil terminology. But then again, it's a bit too engineer-y for /3.

Is basically asking about the optimal aerodynamics for his wings, not sure what lead him to 3DCG. The only /3 thing about your post is curvature continuity degrees, m8.

File: image.jpg (185 KB, 675x900)
185 KB
185 KB JPG
Hey, do you know if those panzer radio headphones has a 3d model for 3d printing? Those are pretty rare, and the pictures of those are pretty hard to find. All I know is that they are called dfh.b

File: q1.png (146 KB, 688x825)
146 KB
146 KB PNG
Just started working in Zbrush after having used Blenders built in sculp tools for some time.

I'm working in dynamesh and i seem to have trouble finding good tutorials on some of the basics of dynamesh.

Can someone tell me how do I copy that finger to use and scult the other fingers out of.

Also any tutorial links you might have that explains the basic workings of dynamesh will be greatly appreciated.
6 replies and 1 image omitted. Click here to view.
ether merge a subtool down or use one of the insert brushesh or make of your own
easier to make the finger in another subtool but since you already made it attached to the body.
You could Ctrl+Shift drag the finger.
then split hidden, fill hole
Duplicate fingers, place them where u want,
now merge them with the full body and dynamesh. tada!

Thanks mate you're a boss. Finally something I can understand.
File: RR1.png (369 KB, 1321x886)
369 KB
369 KB PNG
why havent you glued those fingers yet

File: image.jpg (58 KB, 845x614)
58 KB
I've been working with photorealism for so long that working with stylized rendering seems alien to me.
Christmas is dawning upon us t/3/apots, and my church wants me to create an animated short film about the story of the birth of Jesus of Nazareth.

I happily obligued because I am a /pol/ browser which means in effect I am a conservative bible thumper and have been my whole life.

Anyways, I'll use Blender for modeling and Maya for animation. I'll also use Pixar's Renderman for lighting and rendering because it just feels right for this job, plus I have used it quite often, especially since it works great with Mudbox's Ptex texturing and vector displacement system.

So bottom line is I am looking for tips, tutorials, material tips, lighting advice, etc.

Really I need help mostly with creating characters with
>muh stylized proportions
a.k.a., that "cartoonish" feel
Why would you use blender to model if you're already using Maya for animation... Maya is better at modeling now too.
Fucking useless /3/ going all autist on software. Fuck off.

Well OP i would start by studying cartoon animation/characters. Make a moodboard for the style you want and see what is critical about that style. Cartoony isn't hard on techical skills most of the time but takes a lot of concepting to feel right while realism is the reverse.

Try flat shading, bend and stretch, outlines, excegerated proportions etc.
fuck maya 2016
besides Blender is mich better amd easier for modeling than maya
if you can reduce your pipeline to less programs and get the same results you should (though having blender and maya is redundant no matter what since they're both generalist packages, unless you like a certain specific thing one does over the other)
Just less headaches when transferring stuff

Also when you say "stylized" thats just a garbage buzzword with nothing backing it up.
Do you want it to look like pixar? Do you want it to look like Sony animation's more 2D influenced style? Do you want it to look like russian cold war stop motion?
Get concrete style references and then come back
Read The Animator's Survival Kit by Richard Williams. Remember the stuff in that book and your animations will turn out god.

File: image.jpg (83 KB, 1024x1024)
83 KB
Go easy, am Noob
5 replies and 2 images omitted. Click here to view.

I hate so much this cheap modern sci fi shit style
>scratches on every square inch of surfaces

I fucking hate this.
I don't like things to be 100% clean either, but for example we made some fences in my 101 3D class, but were told to make all the pposts different sized and different angles to 'give it more life'.
This shit frustrates me to no end. Why can't I have a fence made by a competent human? Why does my fence/wall/chair etc. have to have weathering and marks, if I personally don't have any reason or backstory for those marks?

Nigga looked like he dropped his helmet 100 times a day at every angle he possibly could which shits me about people abusing these effects. There is even some pro work that has scratches where it's impossible to even get scratched, simply because it looked cool.
Wow r00d

[Advertise on 4chan]

Delete Post: [File Only] Style:
[1] [2] [3] [4] [5] [6] [7] [8] [9] [10]
[1] [2] [3] [4] [5] [6] [7] [8] [9] [10]
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.