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>Bit about me
Been doing mostly hard surface modelling for 3 years.
get asked to do a character model for my friend's Gmod server.
he likes it and get me a gig with some higher paying people.
I don't skills to properly do human characters so I'm going to learn.

>picrel
Halfway done 3d mesh that'll allow me to modularly create different types of male characters with deforms and other shit I might need.
feed back is welcome. Some sources for doing human anatomy are very much needed.
>>
>>1027510
stick to one thread, newfag>>1026156

File: Alice.webm (1.04 MB, 512x512)
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>>992897
11 replies and 5 images omitted. Click here to view.
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File: PlaceholderChan.webm (3.67 MB, 1024x1024)
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Meanwhile I've also made an upgraded Placeholder-chan model based on the new Alice model.
>>
>>1017914
>my name is not important
>>
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Testing cloth simulation brushes
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New face and textures, Alice is a nickname.

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After seeing the new chinese video model (seedance 2.0), I'm completely blackpilled.
I think 2d and 3d animation and visual effects work are going to be over in ~5 years. You'll have a handful of senior, legacy people, mostly in comp for clean up, but I think everyone else is toast.
There'll be a short transition period, where you'll have VFX departments that are mostly comPrompters (already happening), but those positions won't last long.
It's actually over.
47 replies and 11 images omitted. Click here to view.
>>
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>>1025960

cope
>>
>bot spacing
>>
>>1025970
>flips around
>front snaps to the back
two more weeks I guess lol
>>
>>1025632
>but anything that needs art direction and precise changes will remain
so basically you said the same shit he said with different words
fag

bulk of the work will be AI
some very very elite rare talent will remain for cleanup
and thats that. no more entry level art jobs will exist.
>>
>works in advertising
it’s over for everyone, photographers especially. high end AI has no problem creating photorealistic movies. it’s too easy to have one person type in prompts and pick images. CG is DEAD.

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I want to buy a 3D pen for general repairing purposes but I don't know any specifics or details about the different types of pens/ plastics they use to be most efficient

anyone got any experience they don't mind sharing?

plastic weight load strength would be most informative
>>
>>1027304
/diy/ will be better able to help you, this has nothing to do with 3DCG
>>
>>1027305
why thank you
>>
>>1027305
chud, this is 3d printed items. so its 3.
>>
>>1027316
/3/is 3dcg. So you'll post about real 3d items if you wanna argue semantics and get no useful info, or you'll post on /diy/ and immediately get quality advice because it is their domain and they know it well.
>>
>>1027316
>>1027325
I think a better argument is its 3D printer related, and uses the same types of filament, so some people here could help OP.
Plus /3/ isn't exactly hurting for thread space, so there's no need to be exclusive and try to kick people out.

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Post and discuss project ideas, WIPs, etc. If you want to upload a file, use a cat/litterbox file or an upload on a reputable 3d model sharing site such as Sketchfab. Don't post anything blasphemous and have fun.

FEATURED: https://www.renderhub.com/jofox/jesus
23 replies and 5 images omitted. Click here to view.
>>
>>1022477
based, shitskins should be gatekept and deterred from 3d since they have no creativity and ruin everything. it's a white christian mans hobby and job.
>>
>>1018028
I can fap to this. Good job!
>>
>>1024233
Uwotm8?
>>
>>1025991
this is what /pol/ told you
>>
>>1022477
>https://pilgway.com/page/our_voice
>with love from the ukraine
kek didnt the ukraine ban the orthodox church
fucking kek

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I don't really know anything about 3D graphics but I do have background in animation so I need someone to verify my opinion/observations,
and also show off your vfx work if you'd like.

Recently I've developed a habit of just analyzing the visual effects of the games I'm
playing, and I'm realizing and honestly surprised that so much of 3D visual effects is
really just putting 2D animations and textures on top of invisible 3D geometry (that may or may not be animated as well).
>There aren't 6 trillion particles to that create that swirl of dust during a powerful hit, it's a brief 2D animation on top of some double helix geometry.
>That smoke coming from a chimney is a 2D animation on some kind of billboard plane.
>That river of water or waterfall is - yet again - just some fancy noise projected on top of some invisible geometry
>etc...

The reason this is kind of a big deal to me is I used to really specialize in 2D visual effects.
Frame by frame using a ton of gradients, shapes, particles, lines, glow effects, blurs, flickers, textures, etc.. and doing all this shit by hand.
And so when I would try watching tutorials on how to make 3D visual effects, I realized that it's a VERY similar process that I used to do
with 2D. So much of that shit really is just getting down and dirty with your tool and having a bunch of tricks

Comment too long. Click here to view the full text.
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>>1027343
There's a Diablo 3 presentation, gdc I think, where they explain all the vfx mileage you can get from combining 2 scrolling textures in different ways, well worth a watch
>>
>>1027343
i (a retard) would agree that yeah thats like 85% of 3d effects. but the last 15% is custom shader code and geometry node shennanigans. so it depends on how ambitious you are and how limited you are willing to be

Houdini is fun and easy!
Pick up a free apprentice version today:
https://www.sidefx.com/download/
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>>
https://www.youtube.com/watch?v=lFG1FIXBprc
Houdini 22 schneak peak
>>
In my quest to make boobs I've come up against another snag, one I've not seen before. I'm still doing my standard convert to VDB from polygons, then convert back to polygons, then remesh, etc. The right_boob_remesh_prims group was created from promoting the right_boob_remesh point group, which was made from an Attribute Paint node. However, for some unknown reason, when I give the Vellum Pressure nodes a value above 1, they deflate/shrink instead of expand. I've never encountered this before. If I give them a negative value, they seem to expand but I can't imagine they'll work properly. I assume this is some kind of normals issue, but that doesn't make sense because the model is converted to a volume, then back to polygons. So I would have assumed any normal problems would've been taken care of during that process. I even dropped a Clean node after the convertVDB and before the remesh, and that still didn't fix it.

If I look at the normals, they're also all fine. None of the faces/polygons are coloured like they're back-facing. There's nothing to suggest the faces aren't oriented properly. And yet, a positive Rest Length value in the pressure node still deflates it. I wouldn't even mind this wonkiness, except now I can't figure out why the boob seems to inflate a bit when sways from side to side, as if it were a long breathing in and out.

I'll try another model with my setup to figure out if it's just the base model that's cursed or if it's my setup. I tried this on a couple mannequin models and primitive polygons and got everything to work pretty much how I wanted. If anyone has any immediate ideas for what the bug could be, let me know.
>>
>>1029401
Why did you move on from using Tetrahedrals? Seems like the more correct choice for flesh from my limited knowledge.
>>
>>1029409
I may try those again, but the issue I was having was it wasn't deforming the way I want. I need something that keeps it shape, but will squish without too much trouble. With tets (and my admittedly limited testing of them) if you make them too "soft", they don't keep their shape and are too floppy. And if they're too "hard" they don't really deform at all when something presses against them. Even though it's called the "Pressure" constraint, it's really better to think of it like a volume. It could be a balloon filled with gas or water depending on the settings. I was doing some tests with polygon spheres (where they just drop to the ground plane) and got some nice behaviour. They jiggled for about a second and a half and then settled quickly. So there's a bit of bouncing and stretching, but not a cartoonish amount.
>>
Boob update: while I haven't been able to fix the inverted pressure scaling with this model, I did manage to fix the problem where the boob got bigger/inflated while she swayed from side to side. I just lowered the stretch stiffness of the pressure constraint. I think because it was at max stiffness before, when the model was swaying, it was forcing the volume "somewhere", but because I said the volume wasn't allowed to "go" anywhere, it just stretched everything instead. But now since the volume can move around internally a bit, the inflating boob problem seems to be gone.

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How do you model chocolate bunnies in blender?
>>
>>1027257
The same way you model anything else
>>
>>1027257
Zoomzoom

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does anyone have any advice on how to improve this?torsos arent my strong point
5 replies omitted. Click here to view.
>>
>>1026312
Lower poly count is always better
>>
>>1026312
Op here Its for a npr video render id say somewhere in the middle
>>
whats the problem with it? They look like slightly unhealthy dudes, but like plausible morphologies.
>>
>>1027191
op here,theyre sort of boring/samey to look at,i want them to look more exagerated and the purple one is supposed to look sort of fit im happy with the blue model but i want to see how i could make the others more stylized and less generic but i cant put my finger on what to change
>>
>>1026186
kill yourself cris

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Do you have a shit model, shader, animation or project that you want to share freely? Post it below!

Don't forget to add information!
Is it a blender file? How big is the file? Is it rigged? etc et al
6 replies and 1 image omitted. Click here to view.
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>>1026960
Outside of smutbase, there an other site or place for nsfw models? Or models in general?
>>
>>1026941
what do you mean
>>
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>>1026961
>He doesn’t know
>>
>>1026764
>>1026941
>>1026950
>>1026960
>>1027125
4cacas are so incompetent that they can't even molest fictional children
>>
>>1027125
>He doesn’t know

I would like to know more

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Is this normal for blender? I know it's free and doesn't have a license system and it's a meme.

But since it's the 1st. Is this normal?
>>
>anon doesn't know about April Fools Day
>>
>>1027138
Is this still on Blender or was it only for april fools?

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>Youtube is full of retards who are poly modelling entire human characters from scratch instead of sculpting them
Imagine learning wrong from the get go and sinking hundreds of hours into doing it wrong and inefficiently. What a nightmare.
71 replies and 9 images omitted. Click here to view.
>>
>>1027058
>>1027066
You're wrong, sculpting was invented to get more women in to CG, the woman brain can't handle the poly/box modeling because of the complex spatial mental awareness and engineering required vs playing with some virtual play-doh.

How many women poly/box modeler have you ever met? Now how many women 3d sculptors have you met? That's right, I rest my case. You may continue your unemployed seething now.
>>
>>1027067
>How many women poly/box modeler have you ever met? Now how many women 3d sculptors have you met?
... None?
>>
>>1027067
>Retard: the post
all male pro artists from game studios moved on to sculpting ever since it became available because nobody wanted to subd model high poly characters for baking anymore which was a pain in the ass and couldn't produce as much detail. Sculpting allows for infinite detail which then can be retopologized in any amount of polygons be it AAA or lowpoly early 2000s models, and most importantly at a high speed.

Then you bake all that detail onto your low model.
>>
>>1027069
Virgin detected
>>1027071
Woman detected
>>
>>1027096
You're extremely low IQ and NGMI, having nothing to show for yourself.

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Daily reminder that the mirror modifier makes your anime girls fake and will never trick the brain into thinking is a 2d character.
>>
>>1026849
What about inorganic items like guns or cars? Do we stop using it for those?
>>
>>1026849
Just unwrap after applying and paint textures assymetrically
>>
>>1026849
>mirrors
>randomizes verts
Heh, nothin personelle patrick
>>
>>1026870
Unwrap into a separate UV map before applying the mirror so you can bake textures from the symmetric UVs to the asymmetric UVs later

what is the best image to 3d AI out there? something good for a starting mesh to sculpt on.
>>
>>1026915
>>1025537
Or your own butt

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Any eye rig setups that address the issue of clipping once the cornea goes too far to a side?
https://files.catbox.moe/0yac70.webm
7 replies omitted. Click here to view.
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>>1023848
How would you model the eye to prevent facial clipping from the side while looking good from the front?
Since it’s just a disc, once it moves enough to the side, it’ll naturally collide with the face in such a way that will look bad from the side unless shrinked/deformed in some way, I’m not sure of any other solution
I don’t know how weighting the iris’ inside and outside different would solve the problem, since it’s only the outside that’s the issue
The pose library idea is probably the most realistic
>>
>>1023848
>>1023854
Stop being lazy and rig like normal instead of over relying on a dumb PC to randomly add weights.
>>
>>1023854
Arcsys eyes for example are modeled with diagonal irises, simple as that. Looks good from the front and side.
>>
you can just use a shrinkwrap modifier. and make the iris/pupil mesh a separate object with a shrinkwrap constraint on the object itself, pinned to the eyeball mesh. to keep it from floating away from the eye. and then parenting the iris/pupil meshes to bones. align the normal of the bone to point directly away from the eyeball mesh and then put another shrinkwrap constraint on the bone. i can demonstrate the effect if you need.
this stacking of shrinkwrap modifiers and shrinkwrap constraints allows for any shape of iris/pupil onto any shape eyeball/sclera smoothly and without using blendshapes.
but of course, this will only work inside of blender though, and isnt exportable.

The pupil should be shrinkwrapped to the iris. and the iris shouldbe shrinkwrapped to the sclera. and each mesh should have enough geometry
Set shrinkwrap modifier to Nearest Surface Point and Above Surface with a very very very tiny offset to avoid Z fighting.
>>
>>1023916
This is working pretty well!


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