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Is it now time to admit that Blender has "won", /3/?
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>>982934
won what?
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assrape
>>
>>988886
mammie
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>>988887
qway won btw
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>>982934
Blender is great for modeling

Zbrush for more poly

Substance for textures

Maya for animation

Unreal to pull them all together

How can I create the Final Fantasy art style with MetaHumans in Unreal Engine 5?
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>>988778
Bloom
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>>988778
you can just take the metahuman into maya and make morph targets if you look at final fantasy characters it looks like they're all the same base
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>>988778
by learning to sculpt inside zbrush in that artstyle retard
metahumans are for near realism
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>>988778
damn, imagine how stinky her boots are
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>>988850
Creepy /3/cel chudcel incel.

What are some fun games where I mod in models (like outfits or characters) I made? preferably anime but any suggestions are good
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>>988560
Then make your own game faggot. If you are afraid of seeing your shit on smutbase it must be dogshit.

If nobody wants to steal your shit, it's worthless.
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>>988572
I don’t want anyone knowing I like fat girls
>>
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>>988484
VOTV
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>>988578
Don't care faggot. Shut your bitch ass up then.
>>
Sifu is pretty good, partly why I'm learning 3d

I trained as a graphic designer and I’m now a somewhat accomplished commercial illustrator but 3D has been my endgame for years now but was too busy with photoshop and illustrator to learn it.

Realistically how long would it take to get good. I only really wanna do stuff like picrel initially.
>>
>>988711
This is the 1134th thread about this topic just this week.
Yes. You can do picrel in your first day of picking up a 3d program. Fuck off get killed fuck your mom for having you.
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>>988712
One day I’ll be gone and you’ll miss me
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>>988711
if you have an art and design education/background 3D will come naturally to you. In some cases it's easier because a lot of the lighting/perspective is done for you.

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How do 3D artists learn to do architecture like this?
What books read or what courses they take?
3D CG artist take architecture classes?
I thought that if i wanted to draw fantasy architecture like this, i should start studying real old architecture. I looked for some books on the subject but most pivot to the historical aspect rather than explain the elements of the buildings that are iconic of every era and every country and their functionality.

>"Hurrr just model arches and add bullshit"
>"Just search on google images for lots of references bro"
Both of these takes are retarded.
1. The style greatly deviates depending the building, so just by adding arches with bullshit i could end with a mix of styles, which won't look good.
2. While elegant, these are FUNCTIONAL designs, if look at the hallway image on bottom left, you can see the ceiling integrity is related to the design. Not only it looks pretty, there is a logic behind it.
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>>988399
I was working on gothic dark fantasy stuff creating authentic styled medieval architecture. Project was canceled but pic related is my work.
I started by binge watching an ~18hour TTC course on medieval architecture by William R. Cook for research to get all the vocabulary down
and have a detailed walkthru and explanation of how these things are put together so I knew the name and function of anything I was looking at.

After taking notes having done that that it was real easy to google for references for any of the specifics i needed to capture the look.
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>>988399
Those were most likely made in some 4-square program with a grid like this and then touched up by an environment artist, it's a 2 man job really.
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>>988399
I will tell you the answer as I might be one of the only professional environment artists on this board, whether you believe me or not is up to you.

This is 50% research, and 50% design knowledge.

Design comes first. You need to understand how to create hierarchy and contrast through varying up the elements of your work (shapes, sizes, proportions, textures, details). Everything is about ratios, you wanna have different ratios of things and avoid 50/50 so you can have a clear hierarchy when you view the thing. "First I see there's a lot of X, then a little Y, and a tiny bit of Z if I look really close." You don't wanna go overboard and schizo out with 9000 different elements either, pick a few things and reuse them throughout the design.

Look at Stormveil Castle. It has a mix of big, medium, and small towers. Most of the building is made of bricks, but there's also a gold trim present all throughout the design in smaller proportion. The brick is very minimalistic and flat, the gold trim is very noisy and ornate, with the same patterns (columns, arches, and spires) repeating throughout. Repeating these patterns rather than having 9000 different ones helps the design look like a coherent whole rather than the schizo mess mentioned above.

Now, the beautiful thing about good design principles is you can make designs out of anything. That's where research comes in. If you know the rules about combining visual elements in pleasing ratios, maintaining a hierarchy and working from big to small, you can pick anything for these elements as long as your picks mesh together well. So read up on your favorite architectural period, go look at some towers, arches and cornices, and treat them as building blocks to make your own designs with.
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>>988399
>pic
pretty good, yet, not perfect, but I'll cut them some slack because it's a videogame
>>
>>988443
>I started by binge watching an ~18hour TTC course on medieval architecture by William R. Cook for research to get all the vocabulary down
Might i ask for the name on said course? There is a lot of stuff by William R. Cook, but i am not sure what course you might be talking about.

>>988677
>professional environment artists
>Design comes first. You need to understand how to create hierarchy and contrast through varying up the elements of your work (shapes, sizes, proportions, textures, details). Everything is about ratios, you wanna have different ratios of things and avoid 50/50 so you can have a clear hierarchy when you view the thing.
>"First I see there's a lot of X, then a little Y, and a tiny bit of Z if I look really close." You don't wanna go overboard and schizo out with 9000 different elements either, pick a few things and reuse them throughout the design.
Yup, this is solid advice.
Did you went to college to learn environment art/design or did you learn by research?

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Post /3/ humor.
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>>987699
this made me laugh
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>>988051
kek
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I am forgotten.
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>>987667
>/3/ humor thread
but we have a Cris thread already >>988573

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Not sure where else to ask, but is there a Koikatsu-like program that's non-anime? As someone who can't actually model, I enjoy modding games sometimes to edit already existing models, which does help me learn programs like Blender.
>>
chatgpt said DAZ studio, but Koikatsu is still probably the most simple one, now learn blender its fun
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>>988518
Makehuman is free and FOSS.

There's also character creator from reallusion if you want to pirate industry standart shit.

koikatsu and Vroid studio are for anime shit.
The first two are for realistic styles.
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>>988534
>The integrated character creation system in our free 3D software forms the cornerstone of Daz’s ecosystem
Exactly what I'm looking for, thanks /3/ros
>>988541
>reallusion
This website acts like its full of fucking malware with its ads. For now I'll see if I can accomplish anything with DAZ.
>>
>>988585
>This website acts like its full of fucking malware with its ads
As opposed to Daz's? The pot's calling the kettle black, eh?

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Where the hell is autosmooth normals?
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press Q you'll find it in your quick favorites
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>>983586
you need to first delete your system.32 before you'll be allowed to shade smooth
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>>983586
Modifiers
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>>983586
filtered ngmi
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>>983586
>>983588
right click, shade smooth

if you want to sharpen off smooth normals by their angle, it's in the modifiers under "smooth by angle"

A thread dedicated to CAD, the chad's choice and the working man's choice in 3D production.

What projects have you been working on lately? What kind of work do you do?

>FreeCAD
https://www.freecadweb.org/

>Rhinoceros
https://www.rhino3d.com/

>Moi3D
https://moi3d.com/index.htm

>Tutorials and Guidebooks
https://www.youtube.com/playlist?list=PLxt9ZAGPLIpdn6CH2IbsNRYDlikLucxVe

Comment too long. Click here to view the full text.
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>>988550
freecad / VariCAD or just stick with onshape
>>
anyone here took the cswp exam before? was it worth it?
>>
Real new at this, what's the best way to sketch this out and keep it all constrained so I can mess with dimensions for printing? The main 68.85x12.7 shape is the body, the circles and 1.725 lines are cutouts. It works fine this way, but is there a less cluttered looking way to do it? All the stuff inside the Ø5 hole is extraneous, it's just there to make the cut between the two circles.
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Does anyone know how I can make the Wrap feature in Solidworks use the other side of my sketch? It's debossing using the wrong side.
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Openscadfag from 3dpg here. With freecad chills advertising themselves as "usable" these days, is freecad actually good enough to plan a whole machine out of step files these days without giving me three headaches or is fusion360 still the more reasonable choice? My concern is mainly staying a freefag as much as possible.

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Why should I use Zbrush instead of sculpting in Blender?
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>>985789
Autodesk is trying to be as evil as adobe but they just can't compete. They should have bought 3dcoat, memory holed it and THEN abandoned Mudbox. I swear, evil is hardly even worth the name these days.
>>
>subdivides to 80 million polys
heh nothing personnel, officer
>>
>>983167
it can handle more polys
that's it

zbrush interface was designed by a drunk toddler, plebs will try and tell you it's a skill filter, they have stockholm syndrome and are mindbroken, ignore them
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>>983234
only response in this thread which actually makes fucking sense
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>>988492
thank you for reading my rant anon

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What is this artstyle called? it's between anime and realism like the new final fantasy games and are there any resources/courses for this specific artstyle?
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>>987648
You may be retarded but that just means you fit in.
>>
>>987648
It's not Ai
>>
Here's an easier way. Mess around with DAZ so you can have an easily bodymesh and facemesh that you can alter with slides, then port that shit to Blender to make it look better.

OP's image was probably that exact workflow.
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>>985465
>What is this artstyle called?
Chad art
>>
>>985465
Skill.

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First post here ever and I have almost no experience 3D modeling, but I am trying to make content which will require some basic understanding of it. But the type of animations I need are extremely rudimentary, more symbolic representations of what I'm saying. This may seem strange but in short, what I need is some sort of software that will allow me to do basic animations such as a sphere rotating and/or moving around on a black plane. Another animation example I need specifically is a circle with a point that rotates cyclically around the shape of the circle.

So in other words, I don't need super complex animations but more just basic polygons in motion. Is Blender my best bet here? My buddy recommended SFM as well but based on what I've seen from SFM, it doesn't seem like it's the best program suited for my purposes.

I guess my final question is, how long would it take realistically to learn this level of 3D animation?

Pic related.
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>>988351
CAD “Computer-aided design”, Maya, 3Dmax, Hudini and many others not specifically designed for CAD design are not available for miniature models.
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>>988355
Of course the CAD fag is back, get a load of yourself bum
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>>988356
Everyone knows Blender can’t do CAD and requires mods to make it happen. It’s not like the developers are going to offer CAD like tools because they’re not professionals.
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>>988377
with the 4.2 update it has native parametric cad modelling. I've been playing with the beta quite a bit and it works better than autoCAD.
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>>988230
I'd ask first if you actually need 3D animations. For as simple as you describe you could just use whatever 2D software that does frames - Clip Studio Paint for example. If you don't actually need the camera to move, if you don't actually need the objects to be 3D or interact or whatever. 2D animation has been around since Flash was called Director.

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>joined an 3D animation discord server for connections and potential work
>most members are broke and unemployed
>only do one animation a year and never update their portfolio
>criticize popular 3D animators and how THEY can do better
Why is this so common?
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>>985854
>The CG industry, especially at high tiers is nepotistic
It's always more accurate to say that building connections is the way to go when you are at the top
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>>986149
As an introvert fuck who never interacted with anyone outside of my family how do you build connections? I am in a third world country so I cant just go to studios because there is none here.
>>
>>985486
ankle biters
gamma boys
simps

the bane of society
>>
A lot of 3D artists in discord servers are either old dudes with great technical skill but a lack of creativity (think godlike sculptors that do the same boring shit that takes 8 months), or blender zoomers who blitzed tutorials.

You just don't get a portfolio of work that has volume AND quality. Newer artists tend to be CG Generalists while older artists are specialists (Riggers, Hard Surface Modelers, Technical Artists).

Anyone with meaningful PRODUCTION experience is either NDA'd to hell and back, old with kids and busy, or not in a server like that. Specialist servers like Technically Speaking might be more your speed because a lot of the users there have a sense of clarity about what they're doing, and they fundamentally cannot skirt the technical skills with subjective criticism like animation servers. Good luck!
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>>986272
put out things good enough it gets people talking in professional fields like that lil lego jit

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So, why am I so happy? I usually do humans in sculpt mode which I fucking hate for some reason but I did this mostly in edit mode! How amazing is that! I didn't know I could do it like that and it seems so much easier and I can make heads more accurately!
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Now he's low poly!
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>>988349
I didn't have to do retopology whatsoever with this way of modeling humans and shit!
>>
Doesn't really look like Elvis, but I'm glad you're happy with the results. I Typically do things in edit mode first too. And then I touch it up with sculpting tools. And sort of bounce back and forth between edit and sculpt until it looks right. But yeah, they call it "box modelling". It was the standard way of modelling before sculpting really took off. Box modelling can be easier than sculpting, if that's what you're accustomed to. Personally, I find sculpting still useful to quickly smoothing and filling out.

You should work on shaping the eyes and lips. The eye sockets are definitely not done. And Elvis doesn't have stretched out thin lips like those. He has pouty lips.

Also, I'm a topology nerd, so I'll appreciate if you posted the wireframe.
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Kek, it reminded me of my first sculpt ever.

For context I work professionally as a commercial illustrator for editorials, packaging and advertising and I'm proficient in using the gradient mesh tool in illustrator among other things in order to create "quasi-3D" looking illustrations.

With this in mind, how easy would it be to learn this 90s CGI style like pic related? It's something I want to learn for myself because ive always been obsessed with that style and want to make art in that style.
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>>987646
Have sex and touch grass, incel.
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>>988153
I prefer being an incel to a bugchaser
>>
>>987579
So are you gonna close your eyes and pretend AI won't make anything that you've been teaching yourself for years to make but infinitely better, faster and cheaper? AI is the future. Don't fight it. You already lost the moment v.0000001 was created
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>>988264
>this thing is bad for society, generally low quality and only lazy retards like it
>OOOOH SO NOW YOU'RE BURYING YOUR HEAD IN THE SAND? ITS COMING WHETHER YOU LIKE IT OR NOT [buzzword soup] FREAK! KILL YOURSELF
>>
>>988264
I like modeling as a hobby and I will keep doing it and you will never stop me aislop doomer shitter


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