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What are some things that can be done to make animation and rigging actually good in Blender? What UI changes and functions need to be added to make it competitive with MAYA?
>>
>>1019476
>>>1017954
>>
>>1019476
>>1019429
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>>1019476
Forget the UI, the animation framework is dogshit. Until they do an overhaul where even library overrides isn't a half-assed buggy piece of shit, don't expect any actual improvements or QOL features to the animation or rigging.

hello frends, i've just started using blender, am i doing good?
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you AI generated a video of someone using blender? why
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>>1019538
So I can post about Maya
>>
Can we kill all AIniggers for once and for all?

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how do i set up a local AI mesh generator?
this shit takes forever to give me a turn
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>>
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anyone remembers that old siggraph or some meme video demo of an image of a valve being converted to a 3d model?
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>>1019302
>House has all windows and no wall
AI sucks
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>>1019235
>heh bro. Bet you didn't know what you said was actually logical.
>>
>>1019303
Yeah it was a nest idea to make models from images. Lol did they ever get a product to market? What chumps keeping their code hidden like they'd profit from it one day.
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>>1019223
>don't even have to make the mesh yourself
>still can't be bothered waiting
holy

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We're halfway through the deadline, but are any of you going to partake of the One Car Challenge?
https://3dmodels.org/one-car-challenge/
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>>1016944
they could pump up the price a lil' c'mon now
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>>1017251
highly doubt your work deserves half the 3rd place money
>>
>>1016944
just short of barely 30 days left, junior brothers.
keep working hard and create something beautiful
competition ain't that hard https://3dmodels.org/challenges/one-car-gallery/
>>
you making progress bros?
time almost up
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>>1016944
welp bros, timer finished
did you submit your renders?
How did you do, happy with your work?

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AI will take our jobs! The ones none of us have!.
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>>1010531
Spoken like someone who's actually spent time with this. Can I train a model on an original non-existent character for consistent results? Yes. Can I get precise results usable in a production workflow? Fuck no I can't.
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>>1010469
>>1010468
It's giving you short haired women instead of men
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>>1013517
KEK, leather nigga
>>
>>1010467
You used grok anon this thing was designed to generate memes of Georges Floyd
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>>1013854
Nothing to do with that, is just that most people are not used to any 3D software, learning blender for the first time is almost the exact same experience as learning photoshop for the first time but way more people learned basic PS 16 years ago than people are learning 3D modelling software right now (also MS Paint existing helps conditioning people on how these type of software works)

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it's over
fuck this timeline
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>>1006396
Literally 1% of people want to create shit, everyone else wants to consoom consoom consoom
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>>1013111
>because they used chatgpt do all their assignments. They got into CS because of the good salaries
They wanted high salaries but avoided learning any of the associated skills
Let them fucking starve
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>>1006395
Can it animate?
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>>1019307
on motion mondays vids on youtube they have showed some pretty good ai animation tools but I can't remember the names
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>>1013155
> Photogrammetry to make an ugly malformed nonsensical model at 1 million tris
It doesn't use photogrammetry or 1 trillion tris.
> Run a decimation modifier and then an auto-retopo plug-in on it
it is just 1 step to create the triangle topology
>Garbage nonsensical topology that can't be weighted or UV'd in any meaningful way
Yes it can,. just auto retopo if needed and bake the textures down.

No decent artist will struggle working with models that these ai's output. They are in many ways nicer than models interns/juniors will produce because the failure points are predictable.

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Niche af question but I'll try asking here. I'm trying to make a civ 5 mod and I can't for the life of me export an .fbx file that nexus will understand. I've tried making the mesh super small. I've made many different kinds of materials. I've used an FBX converter to convert the file to 2010 format. But nothing works. The mesh doesn't show up in 3d preview, the material doesn't show up either and neither does the animation (it's not an animation with bones, it's a ufo asset and just has a simple rotation).

All the resources I've found are from like 2010. Most bug-fixes and files I find on forums 404 when I click on them.

I've mainly been following this: https://forums.civfanatics.com/threads/howto-new-unit-creation.392985

(The Nexus Buddy link 404s. I was able to find an exe elsewhere but it crashes on launch. So I have to do it the hard way.)
1 reply omitted. Click here to view.
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>>1019174
Sorry op i dont know the answer but i do know this guy>>1019176 does this in every blender thread whatever the topic. Dont believe its impossible just because of him, he lies
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>>1019186
It’s not a lie, Blender’s FBX is fake and not licensed by Autodesk. There are software that offer illegal Autodesk FBX export licenses, just like any other pirated software. There only person who lied is you and how you don’t help OP. He has clearly stated he tried everything in Blender and you claim nonsense.
>>
Oy mate you got a license for that FBX?!
>>
>>1019176
>>1019192
I've been on this board for all of 10 minutes and I can already tell that you are a worthless faggot nigger who's greatest contribution to society will be an eventual death to suicide. whether or not you're correct in your assertion that blender doesn't have the licence to .fbx is irrelevant. you are such a nigger and a faggot that every opinion you have ever held is a worthless waste of calories, even if it was correct. fucking kill yourself niggerfaggot.
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>>1019468
based
>>1019174
okay I'll give you a serious response OP.
Try importing it into a game engine into an empty project and see what's what.
Unity, Unreal or Godot doesn't really matter since none of them seem to be the engine civ 5 uses.
But it'll still give you some feedback on potential issues by checking more verbose logs which you probably don't get with nexus.

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New blender tutorial dropped, time to make a mineshaft my fellow #blendheads

also, why does /3/ hate blenderguru so much? he just wants to teach you how to make digital donuts for free.
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>>1019312
Simple, he just makes stuff without worrying about the nitty gritty ahead of time.
Tutorial:
>Let's make a donut
>You can use X and Y to model Z
>You can tweak these values to modify lighting
>Experiement to learn more
Meanwhile people here:
No you have to use X technique, Y will give you bad habbits. Noo don't use that lighting you should this one, and spend 100 hours to get everything just right.
>>
I wonder if he the brainworm to do this because he remembers the old mineshaft tutorial from blendernation a billion years a go
http://www.blendernation.com/tutorials/blender-3d-beginner-tutorial-a-ride-through-the-mines/
If you want to see how far we've come.
>>
>>1019312
>Mr. Beast style thumbnail
The donut magic is dead. Long live algo-slop.
>>
>>1019335
>Noooo you can't do things that will get your channel more views!!
>>1019327 is right /3/ is genuinely retarded

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Gay homo faggot vending crypto ATM machine
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Indoor kiosk with some kind of networking ATM money transfer system (with a bathroom adjacent)
It was revealed to me in a dream
>>
>>1017121
Is this the steamy room where I can have sex with you and fill your bussy with my BWC as you moan into my ear?
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>>1017321
Maybe!
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How do I connect 2 different parts without ruining the texture?
I tried "ctrl + shift + num +", which connects the whole body, but merges the textures into 1 making it look bad.
The rig works but I can't move the head or arms without a gaping hole. I tried looking up tutorials but all I got was "ctrl shift +" and still the texture problem.
4 replies omitted. Click here to view.
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>>1019178
Looks like a disconnected uv seam which happens when ripping, putting the model to rest position and doing a merge by distance with minimum value should fix it
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>>1019178
Merge verts and/ or fix the weights
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>>1019183
Ok so it was modeled bad, confirmed.
Aaa studios don't hire geniuses. They hire armies.
>>
>>1019234
Nah, it was modeled fine, and works impeccably in-game, but ripping and importing models still requires understanding what it doesn't get you. OP's question is not about having a bad rig but about not knowing how to stitch vertices
>>
>>1019178
>>1019236
It's likely that the importing didn't get the weights/bones correctly.
Check the bones and weights, it's likely you'll have to redo it by hand (it's what a lot of Patreon model riggers do)

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/3/ if it weren't for you I would not have found this cool hobby
I like to take molecular biology stuff from the protein databank and render it in Maya.
I once asked about this here on /3/ in a stupid questions thread and was told where to go and what to do. A year later here I am playing around with cool stuff.
>>
another cool one
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>>1017942
They look really cool anon
>>
that's neat anon. this might be of interest to you as well:
https://extensions.blender.org/add-ons/molecularnodes/
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Still enjoying myself with this. Here's an amphetamine molecule bound to a dopamine receptor.

Did sfm set back 2010s animators years? (kinda ignore pic)
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>>1014852
You're not an artist
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>>1018095
nicely put
>>1017723
If you pose the character into the pose you need it can look flat and stiff, and exaggerating the camera can warp other parts you don't want to look warped like backgrounds. So with forced perspective you can create more stylized images. Basically take the camera and pose the character so that your composition looks good. Very tough to pull off correctly but when it clicks it looks great. Unless you're already an artist working on perspective skills it will take time to develop the understanding of proportions to exaggerate them in a way that feels natural to the eye
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>>1014631
How is pic related? Animators still do this technique with better software
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>>1019161
Pic is related because it's a sfm pic in a sfm thread
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>>1014631
Cool trick for extpersp, but holy fuck it looks cursed from the side.

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In /3/s expert option what went wrong?
Are they really running a UE5 Lumen PBR pipeline with stylized post-processing on top?
Would doing stylized rendering in Unity's scripted render pipeline fix this?
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>>1019051
If it's overloading the shader cache they really did nothing to keep shader count under control and it impacts everything else
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>>1019054
Your theory is they add another shader for every shader already there for the cel shading and then another shader on top of that for the outline?
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They probably used a PBR material pipeline for stylized rendering, a shader that could have been defined with 3 parameters ended up required X textures, Y parameters, Z shaders per material, etc
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>>1019078
Nah, my opinion, specifically onwhat went wrong, not how they do the rendering in general, is they have way too many shader permutations. Like, not in a render pass, but in the game in general.

That or the thing that should be able to tell two shaders are really one and the same is not working properly, incurring a memory leak.

This blows up the shader cache size so to keep said cache manageable the game is constantly destroying and recreating shaders, which is markedly not a transparent process at all (like, rebuilding one takes about one tenth of a second). You drawing pass could be hyper optimized and as long as you have that problem it's never gonna be fast

Can you guys recommend me some really good YouTube channel that teach us how to make 3d animation. REMEMBER A REALLY REALLY GOOD YOUTUBE CHANNEL THAT TEACH US HOW TO MAKE 3D ANIMATION

Addition : i'm the same guy who make thread that post “Is there a good channel to learn how to make 3d animation and what's the good 3d software animation for beginner”
2 replies omitted. Click here to view.
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>>1017841
You were literally given a url to Maya’s Learning channel that has professionals talking about animation. There is no better source, watch it free now.
https://youtube.com/playlist?list=PL8hZ6hQCGHMUCSPAEMsjfPMF8YDIg4F4V&feature=shared
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>>1017844
>didnt post anything
Lmao knew you were larping, faggot
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>>1017841
But the thing is ever since the beginning of 3D, motion capture is "THE" way to animate. Virtua Fighter did it, almost every PS2 game used motion capture did it.
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>>1019044
why speak on a topic you are genuinely clueless about? jibaro which has some of the best, most unique human character animations used 0 motion capture. you cant motion capture anything beyond humans and a small selection of animals and even when it is motion captured you still need animators to clean it up and push it to an actual good final form.
>>1017841
Pierrick Picaut is pretty much the best there is when it comes to 3d animation basics and his course (you can pirate it) is the best starting point for anyone getting into animation.
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>>1019052
>why speak on a topic you are genuinely clueless about?
I am not. Every single memorable character both in movies and video games uses motion capture. You almost never animate anything from scratch. Davey Jones used mocap, Golum used it. Metal Gear Solid 2,3,4,5 used motion capture. Every single 3D fighting game ever released used motion capture. 95% of the games released after PS2 era used motion capture.
>jibaro which has some of the best
No problem with it, artists are weird which is what makes them special.

But the fact is, 95% of the content released in the 3D entertainment industry relied on mocap.

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a thread for discussion about shaders. show off, post exaples from others,your own node setups,code,tips,questions,etc.
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>>1018700
The material definition is the equation plus parameters. Same parameters with a different equation would result in a different material.

As for UE, not quite. Pre-PBR UE versions, or id tech versions or gamebryo or whatever, already had distinctive looks. You'd recognize am UE3 game from miles away usually, or a quake 2 engine game and so on. It's got more to do with the nature of a middleware engine, the goal of which is to provide a ready made toolbox. If you want it to look distinctive, ljke say Guilty Gear Xrd that looks unlike any other UE3 game, you're gonna have to put some elbow grease into it, and it might be pretty expensive.
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>>1004856
OP looks gorgeous, how do you get it?
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Complete shader retard here, can I replicate this using flat materials in unreal or do I need to use vertex colors?
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>>1018727
https://wabbaboy.dev/Blog/FlyKnight-Shaders.html

forgot link ;)
>>
how does the unreal engine eye shader make fake depth for the internal parts? there's no extra geometry in there, the cornea and iris are all on the same shader somehow
parallax/fake depth type stuff? how does that work on non-flat surfaces?


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