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Previous thread: >>997798
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>>1023556
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>>1023559
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>>1023560
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How come the modifier stack of 3DS Max is more solid than Blender?
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>>1023526
Define "more solid"
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>>1023526
I've used 3ds max for 20 years since the days of Discreet. And yes the modifier stack is a solid piece of shit (in terms of memory management). Don't worry blender's is shit too.
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>>1023533
Idk about other software but for blender you can look at Pochemu's Judy Hopps model that stack is a mess but it works somehow. It really comes down to understanding the modifiers and how they operate within their respective software to get the best results and most people can't be bothered to read documentation
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>>1023541
>you can look at Pochemu's Judy Hopps model
Where?
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>>1023544
>Pochemu's Judy Hopps
first result on google, try it

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What other software are you guys learning other than Blender, Substance, etc. Feel like I would rip my hair out trying to learn houdini
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>>1023501
So far Blender has served me well as an all-in-one package but I'm also learning Krita
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Blender is a noob software with primitive jack of all trades features. Ive replaced it with dozens of softwares.
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>>1023524
Please enumerate a list

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Where do you guys go to find jobs? I am an industrial designer (ik I'm dead field) looking to do any kind of 3d work but I currently work a drafting job I'm starting to hate cause I don't get to use any of my actual skills.
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>>1022214
This is the beginning of the post work era. So If you are still trying to sell your work hours, knowledge of a sfotware and/ or capacity to sit in forn of a pc you will die professionally. Learn to market yourself. I've been lately making less and less renders but that doesn't mean I have stopped selling shit to my clients. AI is the ultimate sitting on a chair liberator.
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>>1023511
If you look above I got something going but movie industry volatile too. So id appreciate to know how your incorporating AI into your work successfully
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>>1023511
are you selling AI slop?
how much are you making?
do client wants this?
do they know you're a slop merchant and they want more?
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>>1023514
Images still require my final input and a polished look but ai has shortened the preview phase by a lot and I'm replacing tools like crazy. Forget ultra hd renderings. Ai upscaling and image to video has shortened my render node use by 70%
>>1023516
>>>are you selling AI slop?
Yes. I've sold traditional renderings for 15 years and it's time to make better use of my time.Does that make you angry?
>>>how much are you making?
enough to live, travel, have kids,house, car..
>>>do client wants this?
Clients are not stupid they understand the difference between an ai generated image and a polished rendering.And they know they are getting closer. And yes the best ones don't care if you make an image out of pencils, computers or nano banana. They want what they need period.
>>>do they know you're a slop merchant and they want more?
Yes. Not because I'm a slop merchant. I cover a necessity. I'm not letting my 3dcg knowledge get in my way of making some moneh.
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>>1023532
>>1022214
Here yo go www.badplacetowork.com/renderpricing/

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8 replies and 2 images omitted. Click here to view.
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Its low effort and unambitious
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>>1021596
trans sisters.. not like this... we are being insulted
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>>1021535
I like chairs
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>>1021535
cris, i-is that you?
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>>1021535
composition on this one could be interesting if the knocked over chair was placed further out. also get rid of whatever is causing that black shape in the lower left corner.

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do ANY of these allow registration free downloads?? one even detected and rejected the burner email I gave it in place of the real email account I don't have, why do they want to prevent me using their sites so badly and why is it tolerated?
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>>1021903
I WOULD do if people took it on themselves to cut out these useless middlemen, better yet they would distribute them in torrent packs
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>>1021901
>>1021950
>NOOOOOOAAAAAHHH UPLOAD THINGS FOR ME! I DONT WANT TO DO IT MYSELF
fuck off nigger, ur an indian
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>>1021995
I don't know enough to design one myself from scratch, but if I can't prototype my improvements the world will suffer greatly
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>>1021995
also who's noah?
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>>1021995
do you see this do you fucking SEE this WHY does it think it's entitled to know my phone number the name of my company and my job title there HOW can you expect me to tolerate this why can YOU tolerate it WHY WHY WHY

File: copcarla.png (405 KB, 1366x732)
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Newfag using blender here.

I'm trying to edit this car https://libertycity.net/files/gta-san-andreas-ios-android/181219-ford-ltd-crown-victoria-87-police-pack.html from gta san andreas:

I just want make it a civil car, so in blender i did delet the siren, that metal cage, etc in order to make it a civil car like the car from the music video "sabotage".

But when I export it and try it in the game all the car textures(but the wheels and a few objects inside the car la the police computer) are all black, and no matter what i do I can't change the colors(neither going to transferder car garage or using a trainer)

What I'm doing wrong?
Please explain like im five.

>inb4 that's because it's a police car you dumbass. edit the carcol.dat file

I already try remplacing the greenwoo car instead the cop car but the issue is the same no matter what car i remplace.


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This is how the car looks like in the game. Zero issue with the 3d stuff, only with the textures. As you cna see I was able to delete all the cop stuff from the car.
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>>1023491
I dunno, its probably an issue with the engine not the car since you have the colours in blender right? You might just need to do another UV unwrap or something
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>>1023491
Maybe the game recognizes those textures as bitmaps instead of specular material. Try following this tutorial: https://www.youtube.com/watch?v=CmI2d9JrNLM&list=PLq1UPuhsGaKHR_nM1TDUlh-ZO2C-9rfMe&index=5


>i can't open this dff file using 3d max
Have you tried using RWAnalyze + Hex Editor to unblock it?
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>20 000 years of figuring out shitty 1998 engine with their shitty workflows and shitty textures

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Do you deform 3d model to get the expression you want?
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>>1023470
>The face is shaped like an anime figure
So? Anime figurines look normal irl from any angle. You're right that the modeler probably made the eye very flat, but real eyes curve around the face. This can be applied to anime models too. But instead of modeling a human face correctly, he resorted to a complicated setup of rigs and shape keys. That's insane. How do you become this advanced but somehow miss human anatomy 101?
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>>1023474
Like I see this often enough and think "you don't need a shapekey, this is just normal." You can keep the right side and it will look the same from a front-view. But for some reason they keep the flat version on the left and alter it every frame to look like the right.

I mean their work is amazing so idk maybe I'm wrong. Perhaps keeping it flat makes it easier to work with morphing it for general purpose. There are certain times to make eyes slightly non-uniform to appear hand-drawn. But I just don't think it's needed for a normal side-angle like that.
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>>1023474
> a complicated setup of rigs and shape keys
Again, it can all be done with a fairly intuitive bone setup
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>>1023477
They touch upon this in one of the arcsys presentation but basically you won't find a fixed setup that looks great from all angles, anime faces just don't work like that in 3d. And like yeah, you can find one that'll look *reasonably good*, like working fine for the gameplay phases of a game, but this whole thing here is about making it look *amazing*
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>>1023474
Anime figures look "normal", but they don't look like a 2D anime

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Reminder: Subscriptions SUCK!

Have a 3Ds Max/Maya question? recently started a project? Or simply want to complain about Maya crashing?

Previous thread: >>
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>>1023211
can you write one for me?
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>>1023486
5 dollars paypal chud
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>>1023210
>>1023211
>>1023486
>>1023487
The 'use pivot points' checkbox is an internal UI state of the Modify Panel and is not exposed to the standard MAXScript interface and yeah there is no direct .NET or qtMax property to toggle this specific option either. The best way to acces it would be to call a win32 command directly adressing the control but that fucking shit istoo convoluted.
Best workaround is to instance the modifiers on the rest of the objects after the fact. Yeah its stupid but don't fret too much fighting max's arcane 20 year old frankenstein UI.
Video was recorder using a screen dimmer.
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>>1023508
macroscript ModifiersToObject
category:"cHAIRnERD"
buttonText:"Modifiers"
toolTip: "Modifiers to Object"
(

try (

obj1 = selection

obj1prim = obj1 [1]

obj2 = pickObject rubberBand:obj1prim.pos


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>>1022988
THIS IS THE AGE OF AI AND YOU NEED A GUIDE TO PIRATE SOFTWARE?!? ARE YOU RETARDED?!

How would I go with painting my own normal map from scratch? Experimenting with a better workflow than the traditional baking here.
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>>1019553
Use photoshop or kritia
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>>1019553
sculpting then baking IS painting a normal map from scratch. you're making surface vectors.
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>>1022616
Don't tell him that
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>>1022500
this is what I was going to say. what a cool technique. recently used this on the front of a filing cabinet
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>painting a normal map
Brushstroke stylization aside, why wouldn't you just make a bump map and convert that to normals instead?
In GIMP the normal map filter lets you control the steepness of each converted layer, so you can over or under-emphasize different elements like scratches and bevels.
And since GIMP 3.0 you can toggle and preview the normals in realtime as you edit the greyscale.
Just a matter of getting comfy with the gradient tool and using the curves filter to add bevels or dimples in the inclines.

This MF HDRI is single-handedly the greatest single image for everything to do with lighting. No more fighting with 3 point light setups and the 100s of underwhelming HDRIs that I have saved for no reason.

> Look dev in Cycles? This HDRI.
> A sunny day lighting? This and a sun light object positioned with HDRI Sun Aligner addon.
> Studio lighting with strong highlights but not strong shadows? This HDRI rotated and a single area light.
> More even lighting? This HDRI with a 50/50 mix shader of the Approaching Storm HDRI from Poly Haven.
> Want to integrate a 3D model into a game screenshot but the 360 panorama stitch from ingame has underwhelming lighting? Use Kloofendal as the HDRI light source and have the 360 ingame panorama appear as a glossy only reflection.

For any beginners into 3D CGI, I cannot understate how incredible this HDRI is as a default lighting setup if you don't want to think about what to use.
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>>1021835
Only downside is that it was taken from Johannesburg, guess that absolute shithole has given one more good thing in life other than prompting bleeding edge anti-riot weaponry like the Milkor MGL.
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>>1021835
you know I was expecting this to be a shitpost but yeah this HDRI is actually kinda perfect.
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Leadenhall Market is also an all time great.

What's stopping Blender users from switching to a superior set of various software which excel in their target abilities?
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>>1023428
>which excel in their target abilities
And what would that be?
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>>1023446
yeah sure pajeet, plenty of pirates making money off of it. nobody pays 2000 dollars a month for their set of multiple software
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>>1023451
>plenty
Yeah the entirety of Brazil and other countries like it that do not investigate piracy cases
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Months/years of muscle memory and knowledge about shortcuts and tools that Blender has would be thrown away. And I currently have no issues with Blender. So what would I be trading it for? The promise that "it's just better, trust me bro"? What specifically is better? What program?
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>>1023465
>shortcuts and nothing is transferable
haha
shortcut monkey
the blender monkey should be the default scene

Did sfm set back 2010s animators years? (kinda ignore pic)
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>>1014631
No I think SFM made animation very mainstream and available for the average user more than Blender did and that was most likely because of the free assets from TF2, GMOD, and the Steam Workshop.

I still love the way the Source Filmmaker renders things and would love to emulate the Source Engine render look in Blender, but I never figured it out.
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>>1017759
you almost never render both at once
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>>1014636
actually i think usually limitations breed creativity and so a more limited toolset will usually have more creative results due to having to solve and workaround the limitations.
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>>1014631
Couldn't you just get this effect by playing with the lens?
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>>1023484
Both the lens and the posing are used. You've gotta pose the model *anyway*, might as well make use of it.

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Jita - She doesn’t wear a shirt because wearing shirts is weird where she lives. Only her head is "finished".
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It's been a while since I visited this thread and I was about to say that your style would work well in some form of game or some interactive 3d. I wish that indie devs made games in the style of those obscure early pc interactive 3d where the low-poly is the actual art style in contrast to PSX style games where the low-poly is a limitation.

What engine are you using?
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>>1022917
Looks cool. Very Jak and Daxter -esque
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I only have a small project to post this time. I’ve been trying to quit drinking caffeine over the past few months since it messes up my sleep and makes it hard to be creative, but I went on a binge last week and it screwed me up and gave me headaches afterwards, so I didn’t get much done. I did make Lady Lordosis 25% bigger since her original height didn’t feel very imposing. That operation was more complex than one might think, as she was already rigged and has a bunch of curve objects that the rigs depend on.

>>1023209
I decided to go with Godot. I know a lot of people would advise against using that engine, and with good reason, but the extra power provided by other engines is excessive for my project. I also Like Godot’s node system quite a lot. By the way, what are some of those “obscure early pc interactive 3d” games you have in mind? I need to add more things to my list of games I intend to play eventually.

>>1023394
Thanks. I actually get that a lot, and I would imagine that’s not just because of the way the models look, but also because of the large ears.
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>>1022925
One of the most important tools I use is the 3D Cursor, since that along with the Transform Orientation, Transform Pivot Point, and Snap tools make it easy to get vertices where you want them to go. Other than that, a lot of it is just having muscle memory of the keys that are used for basic modeling, like move, scale, rotate, cut, bevel, inset, vertex slide, and all of those important things. One of my biggest recommendations is to avoid spending too much time rigging, as I used to spend a lot of time trying to make perfect rigs that could handle any input and adapt themselves to any situation, but that takes a lot of time and there will always be more contingencies later on that will require more enhancements. It's usually better to get the main functionality down first, then modify the rig depending on what is needed at the time.

I have been coding for quite a while. Coding was the first thing I decided to pick up when I started getting glimpses of the vision I have today. I don’t know if you’re looking for advice or encouragement for coding too, but one thing I will say is that even though it can be difficult, it’s not what most people think it is. The word “language” is rather deceiving, as most coding languages only have about 60 keywords, and the rest of it is functions that either you or someone else wrote. Languages like c++ and assembly require more fundamental knowledge of computers, but languages like Python are fairly similar to plain English. The most important thing to understand is that coding is less about being an expert on a particular language, and more about being able to look at a problem and reduce it down to a series of logical instructions.
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>>1023460
>>1023461
now imagine if it was a guy on the other side, perfect blowjob opportunity right there with that height difference

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Blender Cultists who claimed Blender can save you money, never truly understand how money actually works. Now Gainax who tried to save money have been dissolved because of false promises to save money. You people have blood on your hands cultist, blood on your hands!
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>>1023357
this is ragebait, dumbass
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>>1023338
And Blender was part of the “saving” money. Don’t you dare try to avoid the issue and cause.
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>>1023310
>Even /ic/ takes care of community vendetta/drama posting by deleting and banning users.
no they fucking dont
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>>1023321
Wait...didn't i make that?
>>
sometimes a post is so retarded you just start crying


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