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File: 20251208_154720.jpg (215 KB, 720x819)
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Do you deform 3d model to get the expression you want?
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>>1025583
No, if you want the eyelids to properly extend, the eyelids need to have evenly spaced loops, and then bones to tell vertices where to be along the arc of the circle. Most all youtube videos on this are "hurr durr make eyelids so thick that no one can tell", which desu can work, but prone to errors later and causes problems when other facial muscles are involved. If you have a bendy bone connected to the top of the eyelid (where it meets the eyebrow ridge), and the top of the eyelid ledge, it will pull the loop perfectly in a unit tangent arc. Do this with each of the loop segments and it will draw a perfect sphere over the eyeball.

You don't necessarily need to know what a "unit tangent", you just need to be somewhat aware that there's math under the hood and that math is why the mesh is breaking. I don't know how many meshes and base models I've downloaded where the gooner creator did a Mexican roof job and hoped no one would notice his model is held together by spit and glue.

Also, what you posted doesn't really solve the problem in the OP. What they really want is something that calculates the angle difference between where the eyeballs are pointing, and the camera, and squeeze the pupil/iris, but that's what a 3D engine already does with a camera with perspective which is why trying 2D is a bit silly
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>>1025570
No you just make a shapekey lol
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>>1025587
>What they really want is something that calculates the angle difference between where the eyeballs are pointing, and the camera, and squeeze the pupil/iris
Lol no, OP's animation is just classical hand keying of bones, that's Choko_Ikarashi's whole thing.
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>>1025595
>>1025595
shapekeys/blendshapes and drivers are completely foreign concepts to the skinwalkers and kitbash hobbyists that swing by here begging for game rips
>>
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>>1023483
>basically you won't find a fixed setup that looks great from all angles, anime faces just don't work like that in 3d.
DJTHED's pony models (for blender) do this. It works using a simple script/algorithm. The angle of the (pony's) snout and its position on the head changes relative to the camera angle that blender's camera is viewing the model from.
Same with the eyes.
It does this because in order to replicate an effect like that which is seen on the show, certain angles need to be "formatted" onto the body/face shape, formatting impossible otherwise without actually disfiguring/demorphing the model.
And so it does this to attain a show-accurate look in 3D.
As of Dec. 3, 2019, it is free (all the models).
You can try it out here:
>https://drive.google.com/drive/folders/1285RzgZBvtUV43-ccJh0luJl7seBCq30
>Documentation:
https://docs.google.com/document/d/1JM-tfHCUJt7VaADMpAcSnVm7l9xdpebEuKPjjBHhOXc/edit#
Maybe it will help you in building some automation/3D-facial-disfiguring tools in your own software/workflow.

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>>1016792
some old proggy for new bread
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Having someone to make models while you're deving is great.
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>>1026427
what did you use to rig the model
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>>1026495
The previous thread mentioned auto-rig pro
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Progress today
more tomorrow.
Ill start learning how to property do weapon IKs.
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instead of farming simulator, I want a restaurant simulator like Diner Dash

Vintage and OC is welcome

Previous thread: >>1021812
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>>1026287
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>>1026288
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>>1026289
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CUBE
https://www.youtube.com/watch?v=4aGDCE6Nrz0&list=WL&index=45
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>>1026280
oc

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obviously the only real choice for developing fabric patterns in 3d is marvelous designer, but i dont feel like pirating it again just to run it in a vm (linux btw) and learning yet another software suite. im also pretty unsure about its suitabillity for my usecase, which is making a fursuit; i need to be able to generate patterns from a surface, and not just cloth-physics a pattern over a surface like i know md is mostly used for.

the big problem is that many of the parts of a fursuit are stuffed or padded, so just using a human mesh as a base isnt enough for all features, and because of the tension of the stuffing, some parts are either ballooned or draped, depending on their place on the body. my intuition is to just use blender and try to generate fabric patterns from uv maps as images and then print them. is this something any of you guys have done before? the pattern would need to be mostly isotropic to the mesh (i could just draw seam allowances by hand), and im not sure if thats possible out of the box with blender.

im already going to need blender for sculpting and printing the head and several of the electronic components im making for the fursuit, so i may as well try and use it for the fabric patterns too if i can.
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>>1026538
i havent tried it. it seems possible, but also a lot of work, but if you're comitted to the idea...
>i could just draw seam allowances by hand), and im not sure if thats possible out of the box with blender.
tab to go to edit mode, click to select edges, pick the ones you want, right click, then mark as seam
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>>1026543
marking seams is a uv thing which im familiar with from doing texturing. seam allowances are a sewing thing. they are an excess of material past the point where seams are sewed together to give the material enough strength to not fray, or to allow surging or overlock stitching. generally youll give maybe a1/4-1/2 inch of seam allowance depending ont he material or the type of seam youre sewing.

my main concern is being abe to turn the surface of a 3d model into a planar surface without distortion. im stupid and the correct term is homeomorphism. i need to preserve the area of the model when unwrapping it.
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>>1026544
Export the UV map with a margin?

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Why is Blender laggy when sculpting high definition meshes? Any way to optimize this?
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>>1024918
>Any way to optimize this?
https://www.youtube.com/watch?v=vC7jGM16t2Y
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>>1026537
And that is why I don't use Blender for any of that crap. I just stick to zBrush and an image editing program like Photoshop, Clip Studio (for stylized stuff) or Substance.

I don't get why people here don't consider using a pipeline system for their work.
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>>1026551
cause we're fucking poor nigga. ucupaint is the best we're gonna get.
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I've seen people subdividing meshes like fucking crazy before even having the base shape right.
I hope OP isn't one of those.
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>>1026552
Piracy, man. I don't know why you don't think of that, either.

>>1026556
Wouldn't surprise me if that was the case, honestly.

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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.
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i've never did sculpting because the closest thing to a "person" i've tried making ever was a mech with rigid bones
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>>1024809
You're not supposed to poly model organics. The proper workflow is sculpt -> retopo.
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>>1026483
>YU NAH SPOSTA!
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>>1026484
>YU SUPPOSTA WORK EFFICIENTLY
Yes. Why would you work the wrong way? If you do a math problem and take 5 extra steps you are a retard.
>>
A troll thread full of trolls trolling trolls and being actually retarded. classic /3/.
:gas:

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It's unironically over. AI can make better topology than 99.9% of /3/.
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>>1026532
You're the one making claims that this totally-not-bullshit AI is able to do this. The burden of proof is on you.
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>>1026533
I told you no spoonfeeding chud. but nice try.
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>>1026534
Weak troll, bud. Weak as fuck troll.
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>>1025858
I can't believe this idiot talking about gay sex is still here
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>>1025855
This just looks like regular retopology tools, I don't think this is actually AI considering the person won't show what the actual tool that did this is.

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so has ANY of you fucks actually used this for something?
what's your experience with it been like so far ?
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>>1024815
yes, if RL production then go to fusion360

im perfectly fine with plasticity since I adapted to the non parametric workflow already, im the first poster who uses it for almost 3 years now

i only use it for game assets and nothing else

if parametric was there it would likely just make the program laggy and have bigger file sizes like the CAD bigboys which was a turn off in fusion for me

its insane speed and intuitive quick modeling is what made me stick to it. I can open plasticity and it launches instantly with my scene up.
>>
i like it a lot because its fast to use but am i stupid for how i deal with the geometry in zbrush? i auto set polygroups, weld the verts, and zremesh with groups enabled and its like almost okay for a really lazy cleanup but its never perfect and am i stupid or ? what do you guys do?
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Never used this program, how is it with guns? Would I be able to make guns in plasticity and then I use pixyz to optimize it? I'm curious about the workflow and how you get your high res detail on a low res. If this is a faster method than subd it would definitely help me as a indie dev.
>>
feels like plasticity is great for as close to class a surfacing for poor people right? then i'd just do the b surface in a proper CAD like solidworks if we're making a physical product
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>>1026475
You could use it that way. Have used Rhino and Solidworks in a similar manner. Also Fusion's sculpt module and Solidworks.
Might have to give Plasticity another go.

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I've seen a lot of people dislike it. But there is no need to hate it. Blender is an alright little utility buddy. It's not the best at anything, though it's a great helper. Personally I only use it to clean up models post CAD modeling, store my hp and lp's in seperate collections, and it's simply great for that. I like Blender.
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>>1026465
There is no proof they used Blender, their dev videos on YouTube channel of each game is Maya. If you’re talking about MMD version, that’s done under Metasequoia 4.
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>>1026469
ya like do u realize how much money those gacha games make? maya license is like a rounding error on their operating expenses.
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>>1026471
It’s called enterprise plan, many companies use it. Just call Autodesk, set up a meeting, agree on a contract and you now have legal license for all your employees. Only poor people like you never knew such thing existed.
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>>1026472
dude, i know, my point was, maya is not expensive to actual businesses, especially these gacha outfits that rake in millions.
>>
I hate this retarded program. 10 years of experience and this shit still happens. Why my render comes out with all but one objects being rendered as black and unshaded? I know I accidentally pushed some hotkey for this shit, but I don't know how to disable it.

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I use blender mostly for pinups/static scenes and everytime I try to make my own lighting from scratch it makes me feel like a retard who doesn't know how to use blender. I've seen a few youtube tutorials herre and there, as well as attempting to copy other artists, but feel like I have no foundational knowledge.
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Fuck it
Post your favorite examples (Movies, shots, etc) you'd recommend to learn lighting from


God i fucking love rimlights so much
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>>1022747
There is an excellent series of articles on the theory of lighting made by one of the Lego Batman lighting guys,. You can read it here: https://chrisbrejon.com/cg-cinematography/. For the actual practical "how do I control this shit in Blender?", see https://www.youtube.com/watch?v=c3FnWQTMo9s. This might actually be the only good lighting tutorial for Blender on Youtube. He gives you a basic scene, shows you how to control the lights (what settings to adjust), and then lights the same scene/shot multiple different ways to convey different emotions. The book Framed Ink is easily available in PDF form on the Internet, and while it's in black and white, it should help you further increase the emotion you're trying to convey via scene composition. While you're doing all of this, I'd echo the ideas to watch your favourite movies and to try and re-create the lighting setups in the shot, but in Blender. Hell, download some basic mannequins and pose them in the frame too.

I think people in this thread had generally fine advice, but it's disappointing no one actually gave you a book or article to actually study.
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>>1024187
I wanted to recommend Brejon's blog but i keep forgetting his name every time i require his site lmao.
Thanks anon.
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>>1022747
First set your pubes on fire. Second watch how the flames dance and shine upon your blistering skin paying close attention to the shadows. Third, profit.
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>>1024170
It might be a bit of a dull answer but there are so many shots of Davy Jones in Dead Man's Chest that light him so well and really show off what an excellent job they did. Where he's introduced in the dark and he's face to face with the other guy, some really sinister lighting there

AI only takes the jobs of shitty artists. End of discussion.
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>>1025796
Biggest cope
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>>1025796
Guess who are crying about AI art lmao
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bump
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>>1025972
Cool it with the racist dog whistles
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>>1026459
>racist dog whistles
how is he signaling leftists?

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>make my game for free chud
>Over 100 applicants
what the fuck is wrong with these people?
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>>1026040
i think when someone self-identifies their political affiliations in their private life it has a different meaning than a governing body's choice of name
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>>1026000
I think those type of things are a good learning experience. You probably learned a lot about people and life.
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>>1026064
what an arbitrary distinction. ok then, kim jong un identifies as a democrat.
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>>1025869
pretty good, I prefer to workout fasted
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>>1026069
checks out since he's a brat.

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A thread to post sculpts, get feedback on sculpts or talk about sculpting
Consider posting on /wip/ for for projects that go beyond sculpting
Previous thread >>1007862
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>>1026161
Bump, sorry, i did not mean printing
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>>1026151
>>1026165
>>1026313
Show me your sculpt and the type of joint you're going to use, and I'll tell you how
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>>1026314
...t-tu,ta,type of, what? Sorry, I think I was asking about, making ball joints and sockets. Why am I supposed to, be, showing stuff suddenly? I am still at the basic. Though if you are interested,
This picture illustrate most what I am curious of. I think something about frictions, maybe even "point of contact", which I just thought of, otherwise, this is a curious topic regardless.
>>
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is there any hope for me as an absolute beginner? my first ever sculpture...
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Weirdly-stylized torso I just made in trying to get a better hang of the different tools.
Is there a particularly good way to go about smoothing round bits? I had to keep switching between the inflating and smoothing brushes for the breasts because just smoothing creates weird flat areas.

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trying to get a npr rig of a "doughnut" and "biscotti" working im using a cloth sim to simulate "doughnut jiggle" and im struggling to get the "biscotti" to penetrate through the donut hole and then have the hole return to its regular shape,also trying to simulate "coffee liquid and bubbles" to spill out of the donut hole,since its npr so it dosent have to be realistic and the less intense it is on my pc the better

any suggestions or tutorials you can recomend?
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>>1024300
>>1024302
>>1024305
why are you making an animation of a dog vulva being penetrated
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>>1026344
How do you know what a dog vulva looks like?
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>>1024300
How would you do a hotdog sliding between two large buns roughly D size?
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>>1026366
You say that like dogs normally wear pants.
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>>1026477
Conserve volume cloth simulations

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a thread to post your daily sculpts and sculpting in general
previous thread >>1003156
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>>1023181
I've seen worse, how's your second sculpt?
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>>1022609
would let her bite my head off
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Image limit reached, new thread >>1023366
I'm dropping the "daily" from the original thread name since it doesn't make sense anymore
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>>1023316
hey uh are you using zbrush for sculpting? i am a complete beginner, like watching how to do modeling in blender type of beginner. so before even jumping straight to zbrush or anything else i would love to get your opinion if i should just stick to blender for now until i can learn more about sculpting and stuff. i have also a wacom tablet for 2d stuff that i abandoned for a while so i was gonna use that. Would you recommend to a complete beginner to stick to blender until they can learn more, i also have a zbrush 2024 crack but dont want to use it for now before learning blender more. And i also would love to learn your opinion if i should switch to 2025 or 2026 crack.
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>>1026453
Those pokemon quick sculpts were done in Blender, I use Blender because I enjoy using it
You don't have to use Zbrush unless you want to be a full-time sculptor in a professional setting
Zbrush 2024 is fine, a beginner won't need the features introduced in later versions (until they release the UI update)


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