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File: WIP8.png (2.8 MB, 2025x1371)
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Serious question, how would you achieve this shape with this UV mapping without doing everything manually? I started by extruding from cube, formed this perimeter from extrusions, then added bevel and subdivision surface and eventually hit dead end when tried to generate UV map I wanted for that. Played around just with plain cubes and reached the conclusion that the main issue is that topologically I basically ask the top and bottom face to wrap in circle (and have a hole in it). Then I started from plane and grinded all the way by gradually subdiving and folding and wrapping it in rounded shape, while carefully checking UVs on each step and making adjustments when needed. This looks like a very basic shape and UV though, I have this feeling there really might be a way to do all this in like 10 seconds... Is there?
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>>994795
Lies and once again proven by documents that show a better method. What you did is the complete opposite of what he wants.
>>
How are you people falling for this troll so hard lmao
>>
>>994470
Straighten function from textools
>>
Sounds tricky!
>>
>>994595
this

File: 1504284258334.gif (739 KB, 378x219)
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>called "quick smoke"
>just makes a gray cube of smoke
>4 hours of troubleshooting
>find out that "frame start" means "time until the entire fucking domain isn't constantly filled with smoke" and I was under the presumption that you can have the smoke emitter start at a frame other than 1
I love wasting more time on this program.
>>
every sane person is using nuke or fusion for post/fx not blunder
>>
Sounds frustrating!
>>
xD

File: 12345678.png (1.16 MB, 940x953)
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Is it fine to do lowpoly as you do highpoly just without subdivision? Do you need to care about good topology in lowpoly? Even if you don't need to care about topology since you don't subdivide, can you deliberately choose to care about topology and make lowpoly models subdivision friendly (this could be handy for additional static renders right)? Is there anything that actually requires you to produce subdivision-UNfriendly topology? Is it just a matter of saving like 5-15% of poly budget?
>>
>>995170
You have to think about more than subdiv, topology affects the mesh not only when subdivided, also how it shades, how difficult is to UV, but most important rigging and deformation. For static mesh this is not a big deal
>>
Yeah, that works fine.
>>
yes

File: SHIGGY.jpg (1.34 MB, 3027x1462)
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Sketchfab is kill.
I mean it was always shit, but this "unified ecosystem" run by the CCP just sounds god awful.
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>>
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>>995657
Good. Sketchshit banned me forever after posting smut three times, so i can post even more smut and now i can relieve my ban with a brand new ban.
>>
>>995657
thank you for the training data, goy
>>
>>995657
Merging of the markets to make infinite money and beyond.
>>
Yeah, sounds terrible.
>>
>>995760
Seems like Epic wants to take a slice of Unity's pie too. From today's mail:

"This is Epic’s first foray into hosting Unity content and we want to do it right — as a result, we’re eager for your feedback and suggestions on how we can improve things to better suit Unity creators’ needs. Please keep in mind that development on Fab is ongoing and we anticipate adding a number of features and functionalities in the coming weeks and months. (...) Currently, Fab supports Unity packages up to 6 GB in size."

File: 忍者侍丸型 001-01.jpg (261 KB, 1600x1200)
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https://youtu.be/mwzMkvQLjmg
>>
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>>
Sounds cool
>>
youre going places

/3/...
home...
at least it was befoe jannies fuck it up.
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>>
>>993679
>>996088
How about you drag your faggot asses back to Bluesky or Elon's shit hut?
>>
>>996117
Elon is part of the problem, too. Pre-Elon twittards probably make up a good portion of the influx post 2016. I can't take my "faggot ass" anywhere, Anon. You all came here.
>>
>>993675
I am from pol I cant draw shit but I can be ur fren, how do I model a rollercoaster (has to be functional for rl purposes, dont ask why)
>>
Yeah, true that.
>>
>>992909
>/3/
>/gd/
>/g/

literally me too. anyone else here with the same fave board sets?

File: 79.png (2.91 MB, 1920x1080)
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Are there any ways to hide the fake horizon line in blender so my render doesn't look like flat render? Especially in city and forest environment?
1 reply omitted. Click here to view.
>>
hiding horizon?? what does that mean do you wanna put stuff in front of the horizon? Then do that. Can also find pictures of some city scape or trees or mountains or something and put those in the horizon
>>
>>993328
that's what fog is for, creating a fading effect into the horizon
doesn't take much, just a little haze will do wonders
adding high contrast lighting features to the pavement can help too since the specular highlights work with the fog to mimic sunlight
>>
>>993328
use. fucking. references.
if you made a scene like that chances are you have seen a similar image prior
>>
Add more depth cues
>>
no

Will it blend? That is the question.
1 reply omitted. Click here to view.
>>
>>993750
is it safe to eat food from the same utensil that has produced millions of hours of nasty ass porn? That's why when I'm looking to prepare a nutritious and delicious smoothie, I always start by asking myself, "Will it Autodesk: Maya?"
>>
>>993750
I once ate a tube of girl scout thin mints white watching the entire catalog of these vids back in like 2007. Thought I was going to vomit after.

Last vid I remember is the original iPhone.
>>
>>993756
Our wonderful society has made porn out of every medium possible, and that's beautiful.
>>
Probably not safe!
>>
it will

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I love VDBs
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>>994120
I can't get rid of those aliasing artifacts-
>>
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>>994336
Why pick something so gay to cloudify?
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They're pretty cool!
>>
fr

File: 1.png (295 KB, 649x608)
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Would have posted this in the QTDDTOT but it seems to have fucked off, is there any AI paid or free that can auto generate textures onto a mesh? Looking for something detailed in biological/sSci-Fi alien stuff since aside from very minor edits I'm complete shit at 3D painting and texturing.
>Only need a base texture for a model, nothing beyond that save for perhaps an emissive.
>>
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>>993849
For stuff like this definitely consider procedural texture in substance designer or even blender shader nodes
https://www.artstation.com/blogs/delaneydesign/DRBy/infected-alien-flesh-in-substance-designer
>>
I would use a picture of some animal like a hagfish or veiny meat and just projection paint it on. Dont know if there is an AI that can make seamless textures yet. There was artengine at one point in time but we all know how that story ended.
>>
Maybe try Midjourney?
>>
damn

File: Capture post.png (288 KB, 1374x641)
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Like the image says. Im stressing and new to all this. I also want to know how to import it to Sims4Studio.
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>>994293
it's the other way around, you're stuck here perma seething at us, our mere existence makes you shit yourself with rage, yet you choose this fate every day, remember you're here forever
>>
>>994299
>t. chuddie taking things too seriously and projecting his rage and pants-shitting onto other people.
Poor chuddies will never learn...
>>
>>994299
>Election touring chudmeister mistakenly believe everyone on the website is just like him except a minority group of lost lefties.
>>
Take it easy
>>
brah

>File
>New
>General
>Don't Save
>>
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>>992869
Now your board finally has something in common.
>>
>>992869
test
>>
Okay, got it.
>>
Okay, got it.

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>>968996
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>>992897
Looks nice anon, maybe she looks a bit short?
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>>993509
Yes he is obviously.
>>
>>993505
kill yourself.
>>
damn
>>
Yep, it's gone.

File: 1698761323405555.png (740 KB, 1200x675)
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Who is Marmoset 5 _for_, lads? I have Marmoset 4, but I don't ever use it. Anybody using 5?
1 reply omitted. Click here to view.
>>
>>998276
Yeah we can see fossjeet renders from a mile.
>>
>>998274
I don't see a reason to upgrade, also they're only giving a 20% discount for barely anything new? that's basically robbery
>>
>>998276
>I use Blender.
no you dont
it cant bake properly and has almost no texturing tools
dosnt help blender devs absoluty refuse to focus on game dev and basic 3d asset creation, they want to go all in on redoing the animation pipeline while completely abandoning the modeling pipeline
>>
>>998444
The modelling pipeline has been perfectly fine for ages, and if you wanna speed it up there are tools specifically for that. I use Gizmo Pro because it lets me do all the funny things I did in 3D Studio Max and then some.

Meanwhile, the animation tools have been in serious need of work, and they're gonna be the most important part of the toolset in the long-run.
I honestly don't know what else you could really need from the modelling tools.
>>
Tried it yet?

File: darmouse.jpg (115 KB, 1280x720)
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These are horribly over-engineered, can't we use motion controllers, bit like those that come with VR goggles??? Why isn't it a thing?
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>>
>>998346
nope. Try that included demo with the assembly parts again. Not any faster.
>>
>>998376
>a demo that has no relation to actual productivity and isn't a benchmark for how you'd use the thing in an actual work setting is slow
How will I cope? All this time I've been working slower because a toy demo that shows something you CAN do with it is slower than an actual mouse? All those hours lost, like tears in the rain....
Next you're gonna tell me that driving somewhere is slower because race cars drive in a circuit and never get anywhere... please don't make it so.
>>
>>998434
you're defending a trash product
>>
>>998435
>Trash
It literally does what it's meant to do, and does it well.
Just admit you're too retarded to figure out how it works and you got filtered by a literal demo toy. People are judging you for way fucking less.
>>
Could work well!


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