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File: love actually.jpg (2 MB, 4958x7017)
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Previous: >>993129
Daz youtuber's and general guides:
https://www.daz3d.com/help/help-daz-3d-video-tutorials
Wpguru
Parmy
Travis Davids (Marvelous designer)
Thundornd
CgBytes
https://www.laylo3d.com/
https://thinkdrawart.com/
Kelvin Jin

Bridges: https://www.daz3d.com/daz-bridges
Suggested Blender Bridge: http://diffeomorphic.blogspot.com/


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who made the best emma?
>>
How come when I render an animation it uses gpu for a little while and then switches to cpu? I can fix it temporarily by closing and opening daz. Does anyone know how to fix? Or is there at least a faster way to reboot it so I can get a good couple minutes of rendering?
>>
>>1005535
Huh, looks like it sticks to GPU rendering so long as the screen doesn't fall asleep and I don't switch to a new window once I start the render. In that case, I wonder how many times I've rendered with CPU without realizing since I typically always swap to something else.
>>
>>1005541
Seems like you run out of VRAM while rendering. I play League while I render shit and it works fine.
>>
>>1005519
totocandys emma looks pretty good but i don't think you can even get it anymore.

Most of the time i find emma models looking accurate comes down to getting the right hair. Finding the more wavy hair with a bob that she had in earlier movies is fucking impossible though.

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When starting out in 3D, is it better to finish as many models as you can (or projects if you'd like to call them that way) and keep adding more sophisticated technologies and techniques as you learn them or is it better to just polish one model and keep adding stuff to it as you learn? I come from a 2D background and when it comes to drawing quantity is king, you should be drawing every day as much as you can. Is it the same for 3D? I would've posted this in a SQTDDTOT but there's no such thread at the moment (you can use this thread for that, if you'd like)
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>>1005551
Sorry i ended up working out what i was missing but ill definitely take things more slowly going forward. thank you for the suggestions
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>>1005542
Thanks! :)
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anyone got their hands on this book? I can read Japanese but no cash to get them + shipping
>>
if i want to make a thing that looks like a cd-rom do i have to do that with shaders or what?
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>>1005634
It was somewhere in books thread, but untranslated.

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Rules for me and not for thee:
>Must have a budget of polys capped or lower to what a game from the year 2000 would usually have. Amount of triangles must be shown in the corner of each render.
>Everything must be made from scratch. No kitbashing. Sculpting/CADmodeling then decimating/retopo is allowed.
>All models must be uv mapped and fully textured and rendered in a realtime engine. No pbr.
>Textures must be low resolution. Maximum 512 by 512. Pictures and premade textures are allowed but they must be posted alongside the renders in their original and modified formats if they were not made from scratch. Showing UV layout is encouraged but not mandatory.
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>>1004457

>realtime engine and no pbr

What engine are you using to render? Eevee in blender? How are you keeping PBR from being applied?
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>>1005642
>Eevee
I use a custom shader that only displays diffuse and alpha information.
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Day 17
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>>1005666
Nice model anon
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>>1005642
>>1005649
You can use a Mix node with emission and transparent node

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I'm so fucking lost rn.

I'm trying to create a simulation of bubbles going past an object with an collision tree. But I have no idea where and with which nodes I can combine them.

Anybody here who can help me on my way?
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>>1005607
He didn’t do what he wanted, the nodes are layered so that if it does escape the other will block it. Duck tape on a duck tape problem with no actual fix to the hole. This is awful way to do things in 3D when stuff like hitbox exists and detection of other models. Don’t support bad 3D nodes, it’s not optimal nor will it you.
>>
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>>1005538
It was not fixed after all. I made some pretty critical errors. The switch wasn't turning on for the trajectory correction. So the thing I set out to solve wasn't even solved! Plus, the trajectory correction was miscalculated. It was scaling the wrong portion of the velocity.

I almost didn't notice these things. If it were not for the retarded anon doubting me, I probably wouldn't have gone back to work on the node. The plan was to clean it up a little and add another function. But as I was testing 100,000 points, 2 escaped the box. That sent me down the path to recheck everything, and I found the errors.

So if you downloaded the previous node. Just delete it. It's wrong. Grab this new fixed version: https://files.catbox.moe/t2yuff.blend
Not only does it fix the critical errors, it also fixes the back face error.
You can now easily set up the number of substeps with a click.(Look in the modifier panel for this options) 3 substeps seems to be the minimum to get good bounces. But you can set it higher if need be.
The speed and number of points can be easily adjusted from the modifier panel too.

Spite is a good motivator.
>>
>>1005625
>sharing a ".blend" file on this site
absolute cringe
>>
>>1005625
Maybe one day you'll be able to emulate Pong with your Blender. Think of the possibilities.
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>>1005607
Apologize

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CAD thread? CAD thread.
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>>1005369
I'd love to have a "no jeets" add-on for my browser where people can flag jeet tutorials and it hides the channel for everyone else with the add-on.
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>>1005369
Thanks for the advice. I just started a couple days ago. There is a "200 SW exercises" book I found at anna's archive, just taking it easy with the first couple of models and fiddling around with the sketch and 3d tools.

I was going to watch the CAD/CAM by Mathlaban channel for guidance, but he's a jeet. Do you have any recs for non-jeet youtube channels or good exercise compilations? I think those in the book are okay, but idk how good that kind of practice translates into modelling components for furniture.
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>>1005631
Any resource is as good as any if you're just starting out. I was half-joking about jeets: I hate how they speak, and that's on me, but the vast majority of their video tutorials won't really help you more than the stuff SW provides you with. That said, I came across good jeet channels, try watching a few videos and decide by yourself what you like best.
Keep in mind that once you grasp the core concepts of parametric 3D CAD (volume generation from 2D, volume addition and subtraction, the feature tree and its order of operation), it all boils down to knowing the advanced tools, keyboard shortcuts, and overall knowledge of the specific software peculiarities.

As for furniture, it depends: in principle you can do anything, but parametric software like SW aren't the best for flowy surfaces, like pic related. I mean: it can be done but it will be time consuming and painful. For basic shit like cabinets, shelves, and tables it's perfectly adequate.
>>
>>1005638
Perfectly possible to do flowing, swoopy stuff. You do need to have a good grasp of modelling practices, when to use surfaces vs solids, when to model features directly rather than struggling to get something acceptable out of standard tools (eg fillets).
>>1004322 was me. Furniture has been about 10% of my work over the last 20 years.
Hard surfaces are relatively easy, squishy, irregular upholstery is a pain in the arse to model quickly, but I have learned to use Fusion (sculpt module) for those projects.
>>
>>1005381
No that's just Dassault forcing all users on to their system. You will use 3DExperience and you will be happy.
Idiots alienated the most fanatical CAD user base out there.

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Am I hallucinating or was there an Unreal Engine General (/ueg/) at some point? It was nuked when the moderators did that oopsie a few months back, wasn't it? I double checked on /vg/ too but it doesn't seem to be there either.
I'm making a new /ueg/ then, please forgive the absence of links and other useful information normally associated with such kinds of threads but I was never a regular and therefore did not save them.

What're you up to anon?
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>>1004807
>>1004804
In other words you were too stupid to learn.
>>
>>1004922
>t. has never made anything behind loading the demo scenes included in the engine
>>
>>1004211
he lied, no jobs
>>
>>1004345
I don't want to post any screenshots of my game because my art style isn't finalized yet BUT I do have a new piece of information for you lol.

https://www.youtube.com/watch?v=wI0YdkiduYY
The first part of a series for creating your own lighting model in engine just dropped on youtube from an industry veteran. I've been hoping he'd upload something like this for a while now.
>>
>>1001764
Hammer sucks on Linux, it basically doesn't work. Unreal ed werks

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On reddit I can only get a lot of upvotes on really simple work. If its something thats intricate and took a long time and has complexity no one seems to appreciate it or understand it. Just happened to me again. Can anyone explain this?
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>>1005590
If you're looking for positive input from others, your effort into something is meaningless unless it appeals to others. It doesn't matter of you spent a lifetime making something, if that something isn't appealing, nobody is obligated to like it.
that's the truth. however reddit is full off drooling retards, don't pine for their approval
>>
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>>1005590
Yeah one time i also spent a month or so doing some complex scene that took a lot of time to make, probably a month or so too, and then this fkin glass of coke that took a day to create while bored went and triped the attention from the people, i was so infuriated.
>>
>>1005604
>getting some upvotes and some downvotes with no explanation
is there anything worse
>>
>pl*bbit
go back there and never return here
>>
>>1005581
goddamned jeets.

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>search for help with blender / maya / hou / painter / etc
>giant AI answer with hallucination 100% of the time with made up parameters that don't exist and have never existed in the software

This is what you were afraid of "taking our jobs" and making tutorial makers obsolete.
>>
>>1004305
saar I have found the answer to your path to object alignment troubles.
first you vill press vindows button and type,, "run." then here type, regedit, and nawigate to hkey local machine user softvare blender and then find wariable minimum memory usage and set to hexadecimal one.
then open C:/ program files / blender foundation / bin / scrips. there you vill find a folder called viz and you will delete the three .dll files inside.
restart your computer and it vill be fix.
please like and subscribe to this video for more remedies
>>
>>1005076
kek
>>
>>1005076
PLEASE MARK ANSWER CORRECT

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I'm creating a video game but I don't know what it's going to be about (I'm just modeling meaningless rooms and some furniture)
>>
>>1005594
Why did you put your name and email in
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>>1005606
I love gay sex
>>
>>1005594
I will pretend you are a girl and your name is Foxy.

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For a retard like me, that is. What do I need to do to beat my retardation and get good at it?
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>>1005640
Firstly, you need to stop asking "can I get good' because the answers always "yes". Of course you can get good at something with practice, and the best part about art is that you don't have to be as good as the people you see to make as much money as they do, or more.

What you need is practice, a portfolio, and you need to stop acting like a downer little bitch if you want to grow. That's it; I've gave you the blueprint for success.

If you're bitching without a portfolio, you're not gonna make it.
>>
>>1005640
this is retarded low poly slop with nothing remotely complicated in it, characters have 2 bones. you don't need to be a genius to pull this off.

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What techniques and programs are used to create open world games?
Unreal Engine has Landscape, yes, but I'm not interested in Unreal, I'm talking older games like Skyrim, Fallout 3, or even GTA San Andreas which I replayed recently, like how the FUCK did they create those massive open worlds? Especially in SA's case I find it especially impressive, as it has both kinds of environments one would be faced with in tackling this endeavour, both natural (countryside, deserts, mountains) and man made (roads, sidewalks, skyscrapers).
I looked up possible answers on G*ogle but all answers are just news articles glorifying (rightfully so) Beth's and Rockstar's open worlds, but there aren't actual technical details like what program they even used, settings, that kind of stuff, nothing that can allow me some wannabe to even begin trying to ape their work. I did find a very useful GDC talk going over modular kits [ https://www.youtube.com/watch?v=QBAM27YbKZg ], but while great that video goes over buildings and interiors (they used 3DSMax, one could use Blender as well if they wanted to), not open world creation. They touch on it briefly in the video I just linked, but more on a conceptual level, like oh we first draw a map, then we define the coastline, then the roads etc. but I'd like to know, again, more technical details, like are these worlds created as a simple plane in 3DS/Blender, how do they go about texturing such a huge plane without using enormous textures, how do they export it into a game engine, do they import it whole or do they slice it up in pieces for optimization and whatnot, and so on and so forth
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>>1001485
Oh yes, I see. Got it wrong somehow. And grayscale mask is blending between two ofc.
>>
>>1001272
the trick to open worlds is easy
chunks.
you never load in everything at once, instead you load high-quality chunks close to the player, low quality chunks in the distance and no chunks where the player doesn't see. that's all there is to it.
how you implement those chunks is up to your engine or you.
>>
>>1001272
i saw a video about Mario64 and how those worlds were put together, it describes what the anon is talking about in this thread, the splat maps and geometry. i tried to find it but couldn't but it is on youtube somewhere.
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>>1001272
I also want to create an open world like the one in Shadow of the Colossus
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>>1001272
a mix of procedural generation and levels of detail. having millions of copy of simple things are simple to do, see grass in games. these are not placed by hand by developers

How do you even make awesome renderings like picrel?
All of mine look like poor video game renders.
Will be grateful for any and all helpful ressources you could point me to.
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>>
fyi. I'm starting my days work so I'll be out for about 12 hours looking at this occasionally.
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>>1005567
>Ok. Lets start with the interior scene because its easier to focus on that. Give me the list of the software you are using, have access to.
I use Allplan for drawing then Lumion for renderings and Affinity photo for post but ive only done that like once or twice. And affinity publisher for layout though i mostly also do that in allplan, meaning i import my render images into allplan then put it in the layout.
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>>1005569
Back again. Haven't used Allplan but its ok.

>>1005553
Ok first of try and add intentional details to your image. Texture the roof beams accordingly and orient the texture correctly. Add details like a baseboard in the walls. Add artificial lighting fixtures and for now drop the silhouettes.

After that take a look at this guide and come back with the result https://support.lumion.com/hc/en-us/articles/11501670542236-Lumion-2023-A-guide-to-creating-interiors
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>>1005597
Thanks alot mate, will try that for this semester
>>
>>1005531
Get on Blender

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working in Blender when suddenly....
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>>1000514
>Blender is for one widely overused troon style only.
ftfy
>>
>>1000390
Samn that musta taken alot of work.
Too bad anime girls are fucking gay, lmao
Kudso tho
>>
to me it was this creation of his that really impresses me
https://x.com/kensyouen_Y/status/1714209191177703778
>>
>>1005639
Stop posting nazi websites when it’s banned in many countries.
>>
https://www.youtube.com/watch?v=xYN7RxpumU8

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Post vintage/retro-styled renders and animations.
Pre-rendered, game graphics, whatever you got.
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The cat statue is from ScanTheWorld, the pots are from Share CG, the rest is Bryce. The columns were fun to make. I was also experimenting more with different fill and background lights to make things more dynamic.
>>
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This was my first "real" attempt at a mostly natural scene. Placed all the trees by hand, there are way more than it looks. I wanted to create a dense forest so it took a lot of layering/scaling/positioning trees to more thoroughly block out the sky with the canopy. The crow is from ShareCG otherwise all in Bryce.
>>
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Made this one after playing the Riven remake if that's not obvious.
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>>1004577
Made a follow up to this one showing more of the area.
>>
>>1004581
looks like CGI from the 2000s
https://www.youtube.com/watch?v=uYoaQ4XGn88

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Learning on your own is fucking impossible
>>
why do u think there's so many tutorials retard
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>>1005187
As if we're ever alone anymore, you have the fucking arch professor in every subject available to guide you. Sure he lies about stuff occasionally and makes up wild stories but he's free. Treat him as a alcoholic master and you'll be fine.
>>
>>1005187
Help I'm retarded.
>>1005199
Nope you are wrong. I don't help people who don't show the slightest interest in helping themselves.
>>
>>1005187
post what you made which made you come to this crushing realization


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