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File: IMG_20260104_013726.jpg (361 KB, 1934x1080)
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In his latest series for Blender 5.0, he teaches you how to make this mug.
But at some point in the video, he attempts to make the bottom of the mug, but fails to first apply the solidify modifier before using the extrude tool, which causes an indent to form on the inside at the bottom of the mug (pic related)
When he notices it, he quickly pans away the camera, and doesn't even address the problem, even though everyone who follows the video will end up with the same result.
This dude has been using blender for 22 years, but can't even model a mug.
32 replies and 3 images omitted. Click here to view.
>>
>>1024204
>BlenderGuru is a hack.
99.99% of youtube tutorials are made by hacks, people who aren't hacks are busy selling their service, not making retarded faces on youtube thumbnails.
>>
Are you new to Youtube? obviously the most popular channel in any field is going to be an intermediate at best
>>
>>1024652
Tutorials don't even teach you anything. You can't make anything without understand the why not just the how.
>>
>>1024224
>including the time it takes to launch blender
lt literally takes less than 5 seconds to launch
amongst all the 3d software I tried (3ds max and Maya) Blender is the fastest
>>
>>1024679
takes about 15 seconds from desktop until I can start modeling, when opening blender for the first time. second time takes <1s

Where do people find references for male face sculpting? do they only use celebs? i want them attractive but not those ridiculous models with huge jawlines or very hollow cheeks
5 replies omitted. Click here to view.
>>
You people still can't recognize a bait/troll thread?
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>>1024561
Take a look in the mirror <3
>>
>>1024601
faggot
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>>1024576
>aaagh i cant get a reference. Theres all these MODELS in the way.
>>
>>1024601
Awww how sweet of you anon!

>>1024602
Wooowww ruuuuuude he was just being nice complimentin' OP's handsome looks

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>Zbrush desktop is getting a new UI
Blendlets and poorfags in actual shambles, yet again.
13 replies and 1 image omitted. Click here to view.
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>>1023178
Alright, but what about the names?
>>
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on one hand - about fucking time
on the other - i dont want the main gatekeep to be gone. I feel like this will have a big retard flood coming and polluting the learning resources because ZBrush UI isnt even that hard to learn, just unintuitive as shit.
>>
>>1021759
about ten years too late, but a welcome change.
>inb4 it gets even more retarded and alien
>>
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it will be interesting to see how the new UI feels
I recently spent all night making a comfy one for myself
>>
Great that it's getting a new UI, but also I've tried the ipad zbrush (that the desktop version will be copying) and it's slow as fuck to get to anything. We'll have to wait and see I suppose.

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I finished this animation last night. Took around 150 hours (including rendering, editing etc). I still can't believe i did it. I set this as a goal when i finished this model 1 year ago, and at the time i had zero knowledge of rigging or animation (other than simple camera animations). My thread where i was asking rigging questions is still up on the board >>1004617 which is kinda funny. And now i made this: https://files.catbox.moe/es25l3.mp4
4 replies and 1 image omitted. Click here to view.
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>>1021486
put as much effort you put into everything you do into fixing the shoulders
>>
Nice animation, how do you use your reference video in your work flow? I'm trying to learn with a dance video as a reference but everything looks and feels choppy even when I trace it frame by frame.
>>
>>1021484
That character looks zesty for some reason.
>>
>>1024478
i set up some of the main key poses of the dance (or part of it) evenly split (like every 8-12 frames or so a key pose) and when each key pose looked right i started adjusting their timing and adding extra key frames and corrective poses in between the main ones. The hardest part was definitely making sure it syncs with the song. Plus i had to cut some of the animations out in editing, maybe like 6 seconds of extra animation. Cuz it didn't fit with the song.
>>
>>1021484
Kick ass animation, Anon. Obviously there's things to improve on like trying to get smoother movements, but it's awesome that you finished something.

like im pretty sure im now attracted to ankles after modeling a few of them, what the fuck am i supposed to do with this info. same with wrists, i know how people feel about feet guys but what the fuck are they gonna call me once they know i find women's wrists insanely hot.
>>
>>1024386
maybe you just like women faggot
>>
>>1024386
wait until you find out about knee pits
also don't make a fucking thread for something for frivolous you piece of shit

File: IMG_8635.jpg (678 KB, 1284x924)
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I’m currently learning Unreal and Blender to fulfill an idea I’ve had for a while, kind of do it myself thing. I knew going into this it would be incredibly difficult learning two new programs simultaneously, but for now I’m just focusing on blender and creating assets. I’m learning on the go which is the only way I can, and it’s been two weeks since I started.

My project will be a horror themed action/thriller stylized as an early 2000s game. I’m not emulating a specific console for graphics, I’m emulating the data storage techniques used so I can minimize RAM usage altogether, either for universal playability across any type of device and also to have it available for later use with in-game mechanics and huge levels. I don’t want a graphics card to stop any player from being able to play this, while maintaining compatibility within reason of eachother.

I say all that to ask this, so far I have some hard set rules for every single modular piece I create, as I’m currently in the very beginning of “grey boxing”. Every unit is in cm to match unreal.

Every floor, ceiling, and wall piece fits in a 400 x 400 x 400 box.

Every single wall must be 20cm thick.

The origin point must be at the bottom left corner of each piece.

Before exporting each piece, all transforms to scale 1,1,1.

Ensuring faces are pointing correctly, but I’ve opted for boxes for every place instead of a plane to mitigate this just for simplicity and shading/lighting in unreal.

Comment too long. Click here to view the full text.
8 replies omitted. Click here to view.
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>>1024120
>green wavy transparent aura
That's because he doesn't shower
>>
>>1024127

I’m not even asking “how do this”, I’ve already started I’m just asking if my checklist is solid going forward so I can build the world in a modular way with minimal backtracking. Learning how to function with the program is obviously up to me, just seeing if anyone else has other things they do for each asset to make it more seamless for this type of project.
>>
>>1024118
You say that like AAA studios aren't also infested with trannies
>>
>>1024104
I would strongly advise you to use Godot due to it being much LIGHTER and LESS BLOATED. Just open it and see how fast it runs compared to other engines. But more importantly it is MUCH EASIER to learn and use.
>>
>>1024104
one thing to keep in mind is instancing your objects in the game world rather than duplicating redundant geometry.
if you modeled a house in blender, for instance, you might make a bunch of windows duplicated around it. In a game engine you want a single window model that is instanced in multiple places around the building. You can build scenes directly in the engine to make sure, or you can figure out some way of building scenes with instanced geometry in blender and then transfer it to unreal engine.

Also keep the models light and let your textures and normal maps do the work. you would be surprised at how low-poly the models actually are in highly detailed big budget games.

I don't know what you're doing with the real-world measurements. that's going to slow you down trying to make everything the perfect size. What matters is that the thickness walls in a particular environment are consistent, so you can snap together instances of walls together in a modular way.

You don't have to use booleans to grey box it, but it can make it easier. personally I would just model the walls i'm eventually planning to using, because they are so simple, and grey box with those

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How far can I get sculpting only with a mouse instead of a dedicated pad?
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>>1023017
Eventually you will definitely get into situations frequently where you'd wish analog control over things especially when you start painting.
It's not just speed but also ergonomic reasons.
Casual hobby sculpting does work with mouse but if you aim for high detail shit that gets several days sunk into it you definitely want a pen at some point.
For now just go ahead and instead of thinking and talking just go for it.
>>
>>1023021
Like your broke ass is getting any action, nigga can't even afford a tablet
>>
>>1023023
I get laid with 0$. Like I said, have sex incel.
>>
>>1023028
Autodesk users don't believe in sex for free
>>
>>1023004
You can get very far with modeling low to mid poly and flat shaded. But that's modeling, not sculpting.

File: 1708496706694381.jpg (137 KB, 1284x1462)
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Soon a new year is upon us, and I will once again try to stick to blender and be a creator and just a dreamer
>>
>>1023684
Wow tell it to /adv/, not /3/
>>
Oh look a fresh hellspawned retrotranny HRT "artist" looking for its motivation to do its shitty lowpoly cris garbage
>>
>>1023684
Have you tried Terracotta? You can even make your own if you have a river near you.

File: tiny hero.png (3.93 MB, 1920x1080)
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posting my intro to 3D final project
>>
cool

File: 1464333440596.jpg (23 KB, 500x381)
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>make new adobe account
>make burner virtual credit card
>sign for substance trial
>delete virtual card
>use substance for 30 days
>back to step 1

Am I gonna get in trouble?
>>
>>1024201
Try and see for yourself, mr smartass

We really need a new dumb questions thread
>>
>>1024201
or just crack it you useless nigger, oh you already fucked it up by letting uncracked adobe services into your pc
>>
Check out Material Maker.

File: 267i9tlspgyf1.png (1.23 MB, 1024x1024)
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Some guy bananaed a tape to the wall in blender
2 replies omitted. Click here to view.
>>
>>1021509
I kneel...
>>
>>1021509
satisfies everything that's needed to be art.
>>
>>1021509
how do I wall a banana to a tape?
>>
>>1021509
Kino
>>
>>1023412
like this >>1021509

I don't have any experience sculpting/modeling but I want to start. My main goal is to create MTG/Souls like environments,creatures and characters, but I'd also like to make more fun, stylized stuff. I can't seem to find a step by step guide to develop the skills I want, every tutorial I see is about making specific models which I don't know if they're worth doing or just a waste of time. Here are some things to know:

>I've used Blender and Daz in the past to create renders, but not to model or sculpt, so I'm not exactly starting from scratch
>I have Zbrush
>I have a drawing tablet
>I'm interested in this as a hobby, not trying to make money or a career.

I guess what I'd like to ask is if there's any structured guide or advice I should follow instead of watching random youtube videos
9 replies omitted. Click here to view.
>>
Many of the "go along" tutorials are the same shit, so just grab one that is modeling/sculpting something you are interested or at least related to it like a basic human/monster and do it, even if it's a slog you will learn something or at least how to use some of the tools. After that you have two options
Start modeling/sculpting, see what you lack and study it or see other people work and try to replicate it. And if you don't understand something you ACTUALLY NEED, you search a tutorial about it.
Go to tutorial hell.
>>
>>1023811
>My main goal is to create MTG/Souls like environments,creatures and characters
the key to this is to just keep layering in texture at finer and finer scales.
>>
It's amazing how anons still reply to a troll thread in good faith
>>
>>1023864
There are no non troll threads and i want to talk 3d
>>
>>1023811
CG Boost or CG Cookie both have great resources for sculpting and modelling. they cater to blender but for sculpting the process should be much the same
idk if this is true for others but in my experience, making realistic stuff somehow feels easier than doing stylized shit, like cartoony stuff or Pokemon or whatever, since those require a strong understanding of shape design and appeal, and being off just a little bit can break the design, whereas with realistic or at least dark fantasy stuff you can kind of go crazy on details and have it turn out alright. only saying that in-case you get pissed off when you're struggling to make something that seems very simple
also, unless you just want to be recreating what already exists or what concept artists come up with, you'd need drawing ability. I know, it sucks

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if only...
>>
>>1022568
The situation you describe doesn't really exist. From GLQuake onwards in 97 it was either use openGL or DirectX (if you're windows only) and nowadays it's either use Vulkan or DirectX. Stuff like mantle pops up once in a blue moon but doesn't get traction
>>
At the same time graphics and performance have only improved. What is the problem supposed to be? It's not as good as it could be? If 1 configuration were the best configuration it would be used by everyone. >>1022573 and according to this post thats what's happened.
I am concerned about developers getting lazy about optimization because computers are so powerful now.
>>
>>1022568
That's how game engine companies make money

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For fellow anons interested in this stuff, ArcSys have collated all their presentations (in Japanese) on achieving their unique character style including skinning, rigging and rendering on this central “Academy” page.

https://www.arcsystemworks.jp/academy/
21 replies and 3 images omitted. Click here to view.
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>>1018438
yeah i know, i'm specifically talking about the dust cloud he's picking up under him. i wanna export that, not the character models themselves
>>1018441
that's the gimmick, it's 3d but looks 2d
>>
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>>1018098
https://youtu.be/0GyaYoV6Dls?si=jFh1DXHOqh-BfwA-

Here's a really great video on the Shader setup in Unreal, even goes through the textures and assets.
Great stuff, could probably apply it to a lot of different styles too
>>
>>1018098
This is like a decade old. Long story short: it's more about artistry and less about the technology.

A 3D only artist trying to recreate the 2D look is impossible. It's like an Olympic cyclist trying to become a Nascar driver.

ArcSystem Works have decades of 2D animation experience, this is why they were able to pull it off so well. It's the same with that Arcane show. The artists working on it had decades of 2D animation experience.

2D is like a language. If you're not fluent in it then you'll never ever be mistaken for a native speaker.
>>
>>1018099
>>1018103
Some of those slides were translated years ago https://archive.org/details/GGXrd-design-docs
>>
THey've added a whole bunch of stuff over the last few months, although there's dome repeats and some materials unrelated to purely 3d. Love the one about stage design though

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I think it took me a year to figure out the techniques I used to make this model, but I am glad I think I've cracked the workflow to make HD 2D anime shit with low poly models.

Took me 4 hours from the low poly models to render this.

:D

I'm 99% certain I've finally cracked the workflow.
2 replies omitted. Click here to view.
>>
Schizo fight incoming
>>
glad you like it
it's time to get going on your project as a whole
>>
>>1023547
>no cris posting in weeks
>venezuela invaded by trump

cris bros...im scared...
>>
>>1024171
We could finally be free
>>
>>1024171
He's posting here >>>/int/218131433 right now.
He's always in that south american general.


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