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File: Unity_6kcWmYEKWy.mp4 (947 KB, 1042x660)
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>>1016792
some old proggy for new bread
60 replies and 26 images omitted. Click here to view.
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>>1026427
What recommendations to learn 3D design like this?
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>>1029658
Dude, follow one of the many YouTube tutorials. There's a lot of low poly character tutorials. Learn by making. There's no magic trick
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>>1029662
But the style I want to learn is alot like that, I just want a teacher that can actually teach me well. Too many programming teachers are terrible for example ie they only teach you a small bit but then the rest of the even more complex knowledge isn't covered or they teach you but as you gain knowledge you begin to wonder if they were literally just faking being experts and were reading a manual just to create that video. I want someone that can teach 3D well or at least get me on the right footing.
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>>1029791
https://www.youtube.com/playlist?list=PLcaQc6eQjXCxWXmn5jxE_GTOft9ZxChu1

Here you go, follow it and learn to use the tool
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>>1026427
>AAAAAAIIIIIIIEEEEEEEEEEE
love how you're still going strong, Ganbatte anon!

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This is among the best animated asses I have ever seen. It's not exaggerated like some other games, but rather balanced so that it looks highly realistic.

How many jiggle bones do you achieve this kind of movement with?

https://strawpoll.com/PbZqbGR9NyN
>>
2
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>>1030121
You already have a thread >>1028113
>>
You keep reposting this animation
I keep looking at it
I keep not seeing any dynamics in the butt

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Made this orbital logistics tender in Blender — basically a permanent waystation/container-port concept for Starship-class payloads.

Looking for critique on the 3D design, scale readability, mechanical plausibility, and whether the model reads as infrastructure instead of generic sci-fi.

Project page:
https://highfrontierlogistics.com/

Source files:
https://github.com/highfrontierlogistics/orbital-tender

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I have this problem of wanting the iris to be a flat image projected onto a 3D mesh of an eyeball, but also, that loses the 'bowl' like effect of how an iris catches light.

At the moment, I have the vectors of the normal flipped along an axis decided by the bone that controls the eyeball: E.g., the "forward" direction of the iris is preserved, but down becomes up, and left becomes right.

This works to create the bowl effect, but it has a requirement: Each eye must have its own material, individually connected to each eye bone of each armature. Effectively speaking, it cannot be scaled up without loads of work.

How does Blender actually handle normals when geometry moves? Ideally I could bake the flipped iris, but when the eyeball moves, it doesn't preserve it. Only by rotating the geometry normals along the eye bone axis does it correctly work. Has anyone else dealt with something like this?
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>>1030007
Nice, way to go!
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>>1029999
I don't want to be too vitriolic anon, but this attitude you have is so common, and so stupid

>why not just paint the color on? Surely you won't be using too many pixels

What if I want to do multiple shots?
What if the scenes are different and thus have different lighting?
What if I'm making an actually large image?

I am a degenerate gooner, but the amount of trash I find online is mind-boggling. Sketchfab is a nightmare of frankenstein rigs, broken shapekeys, texture ripping, etc. Youtube tutorials are dominated by people who have no clue what they're doing, yet they learned how to speak with strong language and ooze confidence. The actually good tutorials are impossible to find, and I lucked out by finding anons here. Idc if you judge me, I had to go to reddit; they were no help. Blender forums, no help. I cannot believe random anons helped me finally get this. The youtube tutorials are dominated by obvious porn brains, and while I cannot judge my fellow coombrains, they are terrible, but the algorithm pushes their trash content to the top, because it's softcore porn and everyone's clicking on it.

I don't want to make trash that gooners will fap to because their standards are so low. Yes I'm making goonbait, but I want the eyes to work, I want them to work in multiple scenes with different lighting, I want them to not suck my memory and make my computer slow to a crawl, and if someone sees my content and doesn't care to goon to it, I WANT them to SAY, "Wow, that's an excellent model, look at how beautiful and deep her eyes are, how her skin glows, how she's posing". I want to blow people away.

So uhh no, I'm not going with a half-assed solution from a faggot who doesn't actually know how to do anything
>>
>>1030030

That's great man and it's amazing /3/ was able to help you figure this out but I wouldn't have even wasted my time responding to faggots like >>1029999.
>>
>>1030030
>am a degenerate gooner
If you're that horny I can fuck you with my 21cm BWC in real life every day. I'll kiss your cervix with every pump you'll moan out for your mom in your own language.
>>
Nigger just make the actual iris geometry bowl shaped. That's how everyone does it.

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Is even possible to create these pictures using 3D in blender?
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One thing that cracks me up is they used 3d animation for part of the first trailer for Sengoku Rance but it was only war banners so they wouldn't have to animate any character
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>>1012229
You know this is 2D, right?
>>
>>1026687
At the same time both those characters have been made into a bunch of figures, so it can't be unfeasible.
>>
>>1012273
This is the truest post on /3/ and the guy's still fucking arguing with you lmao
>>
>>1015049
pretty nice models

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Previous thread: >>1021734
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>>1030080
Breakable?
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>>1030086
Your virginity - yes. Broken in by my BWC.
>>
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>>1030086
Ofc
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>>1029950
Update
>>
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>>1030074

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How would I go about recreating a similar look? Like the filters and compositing? He uses blender for these but doesn't explain the lighting/compositing set up in his breakdown

https://youtu.be/TGkZ3f8fnpA?si=WmA-F-XKGy8Xb-Qq
https://youtu.be/l-TJm7HkzkQ?si=ns_yXlL-QEn7z9qA
2 replies omitted. Click here to view.
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>>1026757
>>1026756
Appreciate the help man
>>
>>1026742
I can't say for sure, but looks like he might be using the clay-doh shader for some materials
>>
My favorite:

https://www.youtube.com/watch?v=wgZZRb_o-OM
>>
>>1026742
he has a video on his channel supposedtly going over his workflow. idk how informative it is i never watched the whole thing
https://youtu.be/l46T7fJ7FmE?si=_iwqDp1kXK1rON-o
>>
>>1026757
Interestingly enough he goes a bit over it in his patreon making-of and it's a film effect, not a VHS effect, so it's much more about muting the extreme colors than any of the effects in that tutorial

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Ia this program as good as it looks? I want something like this for a standalone headset, but I don't feel like giving money to Adobe (piss be upon them).
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>>1028714
don't you need a clanker on your head to use this shit?
>>
>>1028830
>pirate it
how
I don't have access to cg peers
>>
>>1028854
Yes
>>
>>1028854
>>1030075
Clanker and my BWC in your hands
>>
use genp to steal adobe software.

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AI will take our jobs! The ones none of us have!.
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There’s no way there’s actual 3D artists out there that don’t want the workflows to be more simplified, they literally feel like stone age crap compared to what AI is already allowing us to do, maybe just the autists that obsess over getting their perfect topology by hand don’t want this. AI will be a perfect fit for 3D
>>
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I haven’t kept up with the progress that AI has had for 3D asset making. How capable is it? Is it still worth learning if I want to make money off it?

I don’t want to sound like one of those people who coped when AI art was in its infancy and we thought the pictures of Master Chief standing in line at gas stations couldn’t possibly make art as good as a well trained artist, but even with my pessimistic view on how AI is going to ruin the internet, I just can’t see the technology being able to replace a 3D artist. It would probably make the process easier in some ways but you probably are going to need someone to use it until we have AI that can literally think like a human with the full knowledge and intuition of a 3D artist, which if it existed, it’s probably way too advanced and expensive for most people to afford

I’ve seen those AI programs that can take an image and generate a 3D mesh, but even when you take account that the topology usually sucks and needs manual editing, you still have to UV unwrap it carefully so it doesn’t show distortion, texture it realistically or fine tune it to fit an aesthetic, bake features onto it for extra details, then put in a skeleton and weight paint it in a way that prevents unwanted deformation and achieves specific effects like jiggling or rigid movements in certain directions

I don’t think an AI could look at a chubby character and rig it in a way that an autistic but wealthy furry would want, or see a robot/mecha and precisely place the bones and restrict their relative movement that the design implies.

Can someone cut the doomer mentality and tell me what AI is actually good for with 3D asset generation?
>>
>>1026080
making the meshes is insanely good if you're willing to combine them. retopo is okay. texturing is straight up awful. rigging is nonexistent par simple canine or humanoid skeleton without fingers or face.

Tripo3D is by far the best atm but it's 20 bucks. as for open source there's not a single even half decent model.
>>
>>1010467

Don't worry OP, as long as there are gloryholes and cocks to suck, you'll never be out of work until the heat death of the universe while from what I understand your father got you the job who, in turn, got it from his father, your grandfather...

https://youtu.be/diYS8jyOcFc?si=tlw6crphrvZK_BrY

!!!FACT!!
>>
>>1013812
That's a good thing, this isn't a hobby board, it's a skill board that acts as a repository for information, imagine your question gets bumped off the map after an hour because some tranny spammed hundreds of threads an hour to rage bait anons.

3d AI art is actually getting good....
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>>1028987
There was a twitter post about plugging Blender and AI together to generate a room. If anyone finds it, could you please post it
>>
>>1029955
No because depth is still its weak point and don't get me started on topo.
>>
>>1030034
I have controversial opinions on 3d art. My answer is yes it may devalue the art monetarily, but in return art could return back to being about quality and people understanding what their tools are for to make something unique and not "Character that looks like an Overwatch reject" or "Shitty poorly textured AI 3d model". Of course, I think the 10 westerners will just adopt AI tools too, and so nothing will really change. Anyway, no reason to be scared.
>>
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>>1030085
Not sure what you tried but like with most AI you can't one shot anything you need to do the stuff the guy in the OP did and seperate each part and then join them together yourself. if you try to oneshot there's just not enough for the whole body. that topo's in the old remesh style thing they had the smart thing is way better now provided you have a decent picture with no movement. the issue is that it doesn't create a mouth seam. obviously the textures are trash as well.
>>
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>>1030098
tried aiming for higher end PS2 polycount for these head's like 4k and body's like 6k. fingers are completley fucked though. biggest bottleneck atm is animation.

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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/
38 replies and 5 images omitted. Click here to view.
>>
I don't understand the multipass shader part of their arc sys academy videos I'm not sure if its auto translated subs but I'm confused why its a necessary step?
>>
>>1029797
Which specific video?
>>
>>1029801
Unpacking my BWC
>>
>>1029801
https://www.youtube.com/watch?v=AZ_9ifeR518
>>
>>1029797
>>1030021
Oh I see. For the outlines, right? It's just about drawing the models twice to get the outlines. Once for the base model, once with a different vertex shader for the inverted hull.

If you don't want to do it in two passes you have to double the size of the mesh data, since you need to store both the original and the hull.

There are some alternatives (geometry shader or compute shader) but they have other tradeoffs and are more dev-intensive compared to the two-pass approach that just works out of the box.

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does anyone have Crashsune’s low poly character tutorial from Gumroad? he has the exact style i want to go in terms of making models for commissions for but i dont want to financially support a tranny
20 replies omitted. Click here to view.
>>
There's no need for such mean words anons, be kind to those you don't yet know, like a hero would
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>>1029524
>be kind to indians and other third world shitskins that make up /3/
>>
>>1029171
>>1029172
fuck off chris
>>
>>1029158
I'm sure a sushi chef isn't amazing at hamburgers but if I want to just make sushi I'll listen to the guy who only makes sushi over the "all-rounder" chef because sushi is all I want to know right now and he'll most likely have some nuanced tips you won't find from a generalist.

People enjoy low poly because it's a faster work flow than ordinary modeling and allows for distinctive styles. I'm never getting into realistic 3d modeling so It doesn't affect me whether he's still doing low poly.
>>
>>1029933
Low poly certainly isn't sushi in this comparison, it's literally just poly modeling with more stress on topology. Anyone who does poly modeling can do low poly but not everyone who can do low poly can do actual poly modeling because
>lets download the face texture

File: img-2026-06-01-12-22-03.png (3.86 MB, 2560x1920)
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>>1029154
Just make shit and when you have a problem, google it. The google ai thing is pretty good at giving you a solution
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>>1029495
>Just make shit and when you have a problem, google it.
Do this but ignore the part about listening to the ai overview.
>>
>>1029486
That's the upscaler nigger the upscaler is all that that is and all AI art goes through the upscaler and you have no idea what AI art looks like without it
>>
>>1029498
doesn't prevent it from having shit AI artifacts that look like shit B-)
>>
>>1029493
This, he's the goat.

File: maxon-cinema-4d.png (51 KB, 256x256)
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Love it?
Like it?
Tolerate it?
Hate it?
3 replies omitted. Click here to view.
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>>1029505
probably more of a legacy software at this point that has some deep pipelines in the motion/desgin vfx industry, similar to maya in some ways. unless that type of work is your goal, I'd probably steer away from using it
>>
Tolerate it. As a director it's good enough for building animatics and doing general animation/scenes. Not as powerful as other DCCs. But also it's more about how you use a tool so it doesn't matter that much really.

If you're a shit artist then you're gonna make shit work regardless of the software. If you're good then you're gonna make good work. Only dumb fucks get caught up in software arguments.

Plenty of retards use blender because it has infinite step by step tutorials where you don't have to think
>>
>>1029505
maxon, like adobe, is a demonic company now, fuck them and anyone involved.
>>
>>1029505
I used just to paint textures but somehow the cracked versions started to freeze. So fuck Maxon, I've switched to 3dcoat and that just works.
>>
>>1029505
It's a mixed bag.
It's the first (and primarily only) 3D software I use for a majority of my workflow (i use substance painter for texturing, and sometimes use SAI2 for more manual texturing work).
Been using c4d since 2012, and only occasionally updated as time went on. I'm currently on ver R20, because I refuse to update to the newest version (outside of the newer dynamics simulations being both better and worse than Bullet simulation physics, the fact that the help documentation is online-only peeves me off, and on principle of my software working offline, I refuse to use that version).
The software definitely got better as time went on, but simultaneously, worsened as well. The tools it offers are solid, but performance and general reliability wavers. I thought the idea of "As time goes on, performance worsens with each new update," was an adobe thing primarily, but I guess it's somewhat universal, because I get similar annoyances in newer versions of Vegas Pro and the newer versions of C4D.
Through sunk-cost, I stick with C4D. I like it, but somewhat dislike it. I'm half-way waiting for Blender to become good enough for me to switch to it (which it kind of feels better nowadays than it did a decade ago), and I've been slowly learning it.

File: mouse.jpg (11 KB, 250x219)
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Right now I'm just using the trackpad on my laptop since I'm just starting out, but I'm planning on buying a mouse soon. It's a MacBook trackpad so it's one of the better trackpads, but it gets tiring after a while.

What mice would you recommend? Would you also recommend stuff like Trackballs and Wacom tablets? My usecase is mostly for VFX but I also make 3D models in Blender.
5 replies omitted. Click here to view.
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>>1029763
holy shit why did I never think of this
>>
>>1029670
I like the magic mouse, it lets me rotate my camera view with just my finger.
>>
>>1029670
My feet stink from sitting and 3d modeling all day. anyone want to smell them?
>>
>>1029998
imagine the footjob
>>
File: one by wacom medium.jpg (450 KB, 1478x1500)
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I have this that I never touch because I rarely sculpt anything


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