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File: 1761453814212093.jpg (148 KB, 1200x849)
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How do you come up with a really awesome 3d artstyle like this?
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>>1021079
Palette swap a character that was a redesign of a mod of a splatoon model rip
>>
Big boobs
Big head
Big butt
Small waist
Small feet
Small hands
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>>1021089
ah yes the One Piece proportions
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>>1021079
ok so what character/artist are you wanting to get harassed this time? just go ahead and say it so I can go follow their work and think they're actually kinda cool.
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>>1021129
Not OP. But one of their videos came up on my tiktok feed like 2-3 days ago. Apparently some Smiling Friend fan inserts her OC into scenes of the show as if she's a character. When I say the video, I just thought "huh, neat" and kept scrolling. So I didn't catch her name. But it's just some random person's OC.

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I'm still cracking my head if I should get the studio version of Plasticity which has xnurbs and square, or stick to fusion360 free edition.

Is Plasticity better than Fusion for game 3d assets?
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>>1021081
If you're using a CAD you're probably precision modelling mission critical components and you probably make a lot of money. Have some respect and pay for a tool errors in which can cost people lives. Do you not think it's important to have tools like this properly funded?
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>>1021109
Hey Nick, I'm just not gonna pay 300 dollars for your software, and I don't care about funding some random nobody. Tough world we live in today. If we can get it for free, we will get it for free. Tell it to the Russians and Balkans who have practically the hugest group scene and piracy community.
>>
>>1021081
I haven't seen it on the usual sites but Plasticity has been cracked a year back already. You are talking about the latest versions right?
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>>1021109
Nick I just know you vibe coded Plasticity. I have no remorse pirating it.
t. software engineer
>>
>>1021121
>t. ranny software engineer
Source: trust my ass

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Show us that cool new project you got in the works anon-kun!

Previous Thread: >>1014090
247 replies and 120 images omitted. Click here to view.
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>>1021092
Its the big tummy you should worry about
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>>1021093
thanks anon. It probably shows but I'm quite a noob when it comes to this so having people point out those things to me sure is a great help. I'll keep an eye on that tummy while doing the animations.
In any case, how are you supposed to tackle spherical things like a big belly on a low poly model?
>>
>>1021085
You generally want to avoid triangles and stick to quads because triangles interfere with your ability to easily add more detail or loop cuts.

Stick to quads and optimize to tris as the last step. It's quite low poly already and you won't be hurting anything. That said, your topo is actually pretty good for a beginner and not a horror show like most noobs. It's generally fine provided the mesh stays rigid.

>>1021092
5-star poles are unavoidable but they should be kept away from places that deform. A point with 6+ (quad) faces can be avoided and should be retopologized.

Poles are bad for deformation because that means one point is affecting how many faces look and leads to deformation artifacts.
>>
>>1021092
Those are great! Love the retro style, those would have definitely been pestering me in a laye era dos svga fame like LBA
>>
>>1021091
Geez dude, racist much? Polish people have been pretty nice in my experience. but you're making them sound like a bunch of cutthroat fraudsters and womanizers.

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Do modern video game trailers use the same in-game 3D models, but render them differently due to hardware limitations? If so, why do the models often look worse during actual gameplay, and can that visual difference be fixed through shaders or other rendering techniques?

For instance, look at the hair in the pic I posted
15 replies omitted. Click here to view.
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>>1020012
They're not patronizing, OP is either underage or has lived under a rock for decades
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>>1019918
to add to what other anons said its not just the higher quality models, its also lit from the perfect angles, color corrected and goes through 30 layers of post processing to make the image look as appealing as possible. all those things while doable realtime (in the game) wont universally work from every angle in every environment. add to that different rendering engines etc etc and thats why theres such a big difference
>>
>>1020014
Not everyone is a basement dweller who plays with 3d models all day. You think regular normal folk even know what a polygon is in 3dcg context? Fucking elitist cunt
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>>1020078
>"is it hardware limitations?"
> not it's not, here's why
>"right, but is it hardware limitations?"
> not it's not, here's why in more detail
>"but it's hardware limitations, right?"
> not it's not, here's why in clearer detail
>"waaah waah don't treat me like a baby by explaining things to me"
>>
>>1020078
>t. basement dwelling virgin /3/cel

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Every day I open /3/ and it’s the same thing. Blender donuts. Default cubes. Overweight men dragging vertices on their little anime girls.
>How do I make hair?
>How do I make cute loli?
>WIP thread oversaturated

We’ve reached peak 3D artist. It’s time for a creative extinction event. The planet's filled with mid-poly orcs and slightly shiny anime girls. There's just an oversaturation of "artists" and the solution to this would be a global culling. You will never make money, you will never prosper from this, and you will be laid off as part of the wave in the next 3 months like everybody else.

Put down the tablet, get away from your computer, close Blender, and pick up a wrench. The world doesn’t need another Eevee render. It needs electricians, welders and forklift drivers to let you rediscover the joys of honest labor.

At the same time, the 3DCG industry will slowly begin to heal once this process has started, after all these dozen "creative minds" are back to tightening nuts and screws under a vehicle to apply their endless creativity to.
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>>1021038
Solid rec, healthcare is king in terms of being fundamentally useful anywhere any day and age. Another job that is quite fundamental, but also very much 3dcg-relevant is a hairdresser. And I'm not talking about dumb-ass good-for-nothing barbershop folk, I'm talking real maestro of the curls who is willing to work with mid/high hair volumes, "sculpting" them into real works of art.
>>
>>1021038
>>1021045
what's a job that doesn't have me directly interact with customers/the elderly that isn't oversaturated these days? main reason i'm considering a tradesman job like mechanic/electrician right now is because my mother is a "the customer is always right" type of woman and having spent far too long at cash registers with her as a child has made me realize that if i were to spend every workday getting yelled at by people who act like i'm an emotionless robot for minimum wage i'd probably either attempt to strangle someone or bash my own skull in within the first month
>>
>>1021046
There’s the graveyard jobs, can’t interact if their dead.
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>>1021055
You can also get a goth gf this way, they like walking on graveyards.
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>>1021055
>>1021071
excellent idea, i live fairly close to a large graveyard too so it might be actually feasible

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*teaches you nothing*
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>>1020271
Thus the importance of learning what the workflow should be
>>
>>1020277
Work
Flow
These two words mean the flow of the work.
You're a noob, so you have no work and thus no flow.
Do some work, and you will find the flow.
>>
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They're just hard on you buddy. Lol arch Linux community >=2.0 *sigh"
>>
>>1009519
to be frank, i don't know what to recommend to blender newbies these days. I learned most of Blender through a video series called Blender Underground. It was the absolute best series in its day
>>
>>1011873
Im just going to make a highpoly sculpt and just retopologize after.

Is there a way to emulate VRoid's PC version on my android tablet? I really don't like what mobile version offers (and lack computer), but maaan I wanna repeat after these cool Japanese VRoid avatar videos
1 reply omitted. Click here to view.
>>
What is a /g/ question? Sorry I'm not here often
>>
>>1021056
/g/ is one of the other boards, a better fit for an emulation question. Around here's it's about actually making 3d models
>>
Vroids sounds like an awful disease
>>
>>1021056
Looks like /3/ is the most tame, normie and retarded board to ever exist. Are you aware of your neighbor /pol/?
>>
>>1021083
No, but it might be the most slow board ever. There are literally like 5 anons here.

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I am making a mask to 3D print for halloween.

Why isn't it bending properly when I use lattice? I want it to bend so it's easier to fit over my face. Some parts stay back and it causes the mask to look choppy and deformed.

What am I doing wrong?
>>
You should up the resolutionnon that mesh by a lot, a lot.
Otherwise it's hard to tell from just this angle. The outer verts of the lattice might need to be moved too. It may also be the case that you need to exagerate the bend in the lattice to get the mesh to bend the way you want. Thats typical.
>>
Its also helpful if the lattice shape is closely shaped tothe mesh youre deforming. Your lattice is way thicker than your mask.
>>
>>1021031
>What am I doing wrong?
Well, you're trying to make a mask using a lattice for a start.
>>
>>1021031
>>1021058
>>1021059
It's also possible that your mesh has unintentionally disconnected geometry (multiple vertices exist in the same position), try selecting all vertices in edit mode, press m - "merge by distance".

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Where can I commission someone to make a 3d version of this character? I want it as good as the models you see in video games like Code Vein or Digimon time stranger. Also, should be editable and usable for VRchat.

I have a $500 budget.
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>>
I've seen this thread 8 times already. This is definitely a fucking nuthouse.
>>
>>1020849
>>1020876
Guess they don't have time for /pol/ or /b/ so they're simply clueless of why it might not be a good idea.
>>
>>1020844
Hes not. Its a trick to get your hopes up so he can be like
>uhm i think $7 is enough
>>
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>>1020844
>>
>>1020844
The ataru moroboshi one actually looks neat

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How can I create these two characters quickly with the least resources possible? Would an AI mesh generator be able to do the job, including shipped generated HD textures?

Seen people in shorts crank out entire anime girls in Blender or AI in like 7 minutes, meanwhile I’m still stuck tryin to do it.

Not looking for a "learn topology" lecture. I want to know what pipeline actually gets y'all from nothing to anime girl fast. Bonus if I no need to spend 3 months learning blender sculpting for it.
28 replies omitted. Click here to view.
>>
>>1020700
Im sorry, if you cant google it on your own then you're probably not capable of downloading the model on your own, so its impossible for you :(
>>
>>1020626
It's one guy(a bot) trolling.
>>
>>1020623
If you want high fidelity slop then I suggest you look into Daz studio. It has enough presets and assetpacks with possible variations and modification settings to allow you to make some slop high fidelity model almost as if you were in videogame character creator. Look into the workflow, and don’t use AI. Current 3D AI is only good at making sculptures and rock assets.
>>
>>1020749
Thanks bro, only man in here who does no trolling and gatekeeping
>>
>>1020623
>How can I create these two characters quickly with the least resources possible?
>Bonus if I no need to spend 3 months--
Impossible

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How long would it take a beginner in 3D modeling to sculpt a face like this from scratch?
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>>1020996
Figurines. Aka sculpting.
>>
>>1021005
There are no figures of this character in 3d
>>
>>1020996
Koreans can make bodies but they can't model appealing faces to save their lives

The secret is grinding art from childhood which you never did. They've been forced do that by their parents and weren't allowed to do other hobbies
>>
>>1021035
No, they only do this for academic subjects.
>>
>>1021042
They have art cram schools in many Asian countries to prepare for entrance exams to universities

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What are GOOD courses for 3D animation in Blender?
So far I only found Alive! by Pierrick Picaut. The rest suck fucking ass, but maybe I missed something
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>>
>>1020994
You still want to watch how the pros do it. Not just for quality, but also to get faster.
>>
>>1021002
of course, i watched a few Pierrick Picaut videos which helped, but for the most part it was just me and the reference
>>
>>1021021
Right, but you might want to look into proper Pose to Pose workflow. I might be wrong but it looks like you're just placing keyframes randomly (and like most beginners, probably way more keyframes than necessary)

Again, I can't tell for sure so I'm sorry if I'm wrong, but those are usually the beginner faults
>>
>>1021025
maybe, i'm still learning
>>
>>1021028
Alright well, if I were you id look up the thing i mentioned

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Making a goblin model
What weapon should i give him?
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>>1020578
Nice to see somebody else making goblins brother
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>>1021008
He must be a serious pariah for being so handsome in his society.
>>
>>1021010
ha, i tried to make a goblin that people would actually play as in a RPG
>>
>>1021012
He probably got teased as a grot
>hey small nose! Lemme use you jaw to level my table HAHAHAHAHAHA
>look at the symmetry on this guys face! Its like he's halway in water!
>>
>>1021008
This would make a great satyr.

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What do you consider best practice when it comes to vehicle modeling? Especially for games?

Do you prefer to have super clean topology and make sure everything always connects properly, or do you say fuck it and not even bother connecting tubes, framing, bolts, standoffs, and similar details and just leave them floating on the model while leaving texturing to solve the rest?
20 replies and 1 image omitted. Click here to view.
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>>1020912
This applies to all realtime rendering. A vertex passed to the gpu is just a fixed set of numbers. Minimally in practice, it's: 3 position floats, 3 normal floats, 2 uv floats. You're free to add more "slots" (you can pass less as well, but that wouldn't be practical) when you're programming your engine, but you can't randomly have more "slots" in one vertex and less in another, or vice versa, in the same array. Vertices on UV seams, or any vertex data seams, need to have two sets of per-vertex data. Thus a split is unavoidable.
There are concieable ways to mitigate this, but none are practical. You could for example, store 2 uv "slots" on every single vertex and treat 0,0 as a null value, but that would require either branching in-shader or double the texture sampling and reserving the 0,0 pixel on every single texture to have all zeroes.
Importers and exporters may optionally handle this case for better DCC support. Exporters may keep the split vertices connected by additional triangles to indicate that there was a connection on export. Importers may re-merge such vertices and, for example in blender's case, re-convert the vertex data to face corner data. But that doesn't change the fact that when you're actually uploading data to the gpu, whenever you need more than one vertex value on its adjacent faces, you get that many splits.
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>>1020923
You're 70% wrong. Literally
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>>1020943
I'm open to corrections. Feel free to point out where I'm wrong.
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>>1020880
Huh cool
>>
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>>1020784
i prefer just painting the smaller details with height/normal alphas. box-modelling stuff down to the level of individual screws, welds and creases (though the latter can just be sculpted on and baked into the normal map) is just too much of a hassle

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Tom steps down, chuds.

It's over.
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>>
https://cgworld.jp/article/cgw319-medalist02.html
Here's an interesting tidbit, Maya was used for the big skating scenes on medalist but they eventually ported the rigs to Blender for use by the animation team
>>
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Also a 4 articles series on the use of Blender on the uma musume cinderella gray movie:
https://cgworld.jp/article/cgw234-acguma01.html

The model sheet palette rig in part 2 cracks me up
>>
>>1020893
>Originally, Blender only dealt with poses, but at the request of the drawing team, Maya's rig and controller were also ported, so it was able to handle motion, and it was used not only for skate shoes, but also as a guide for character drawing.

>Note Mgear was not ported, this is your English language mistranslation. They remake the rig. Mgear doesn’t support Blender.

So no, nothing you say was true about their usage in Blender.

>>1020894
>Only used for background and objects, not building the characters or model.
Again leaving out context

>>1020898
Guy sees “Blender” in CGIWorld and assumes the entire thing was build from Blender. I agree, this anon is baiting the schizo after the thread died with him along because this anon has history of falsely claiming things in CGIWorld while the author who wrote it clearly explains it was only a minor thing.
>>
>>1020903
>>Only used for background and objects, not building the characters or model.
Second article in the series is literally all about building the characters in blender. But I now understand a maya user would not have the mental acuity to understand multiple pages.

>Note Mgear was not ported
No one said anything about mgear but the rig themselves, so you do in fact agree with me, you're just trying to make it sound like a bad thing that they didn't need mgear.
>>
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>>1020904
>they eventually ported the rigs
No I am not wrong when I say you left out context. Medalist used Mgear in Maya had article screenshots proving it was 100% in Maya. Blender was referenced for drawing team, they did not use Blender for animation. They did not use Blender for creating characters or objects. The rigs were not “ported” because Mgear doesn’t support it. They remake the rig and drew from poses. Nothing else comes up anon.

There is no part 2 article anon, you misread because of your dumb American education. They were not created in Blender, there was outsourcing to get it done and there is no mention of Blender being their final rendering process.

Stop lying anon


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