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File: blender-3d-software.jpg (290 KB, 1024x768)
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>the weld modifier of this piece of shit software doesn't even work at all leaving two vertices on top of eachother everywhere
monkey software

where else can I clean up fusion360 meshes? preferably in a non freetard software that works
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>>
I never considered it, but... this absolute buffoon did not apply the modifier?
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>>1021804
is this an ordinary moronic blendlet? the modifier was applied, and the double vertices stayed untouched inside eachother. im doing this shit since 4 years and never had as many problems in fucking 3ds max
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>>1021806
the weld modifier works, you don't work
>>
>>1021806
then just use 3ds max?
>>
>Press A
>Press M
>Merge by distance
Are you retarded?

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Anyone know where you can rip this dudes models? $100 is a bit too much, and i know theres a repository somewhere
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>>1019141
Just use a download manager man

All that shit is barely worthy of the dumb questions thread
>>
>>1019102
disgusting bolshevik coomers but better than being out there killing people I guess
>>
>>1019142
>download manager man
kinda wanted to do it myself rather than hiring some indian through fiber
>>
>>1019122
bootlicker
>>
>>1022010
Yeah I'm sure that was worth bumping this garbage thread

Mathemathically speaking, how to generate curve/positioning for animation that is realistic and correct? As a curve itself is a line, there are aspects that makes it real like gravity and forces...how is this, rather than roto, is considered then? I'm kinda curious...especially since it is the correct way of animation, perse. Otherwise, how should a walk,loop,sequence are planned...with science considered too...correctly?
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>>1021396
Try reddit
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>>1021421
>>1021421
>didnt i fukin reply this
>yesterday
>fuck
>nobody documented
BUt procedural generations operate on that level. So it clearly rely on something.
>robot
noone said about manufacturing
>>1021421
>waste time for real
why are you all complaining about shit then
>autism
>suggesting autists even have capacity of choosing or, be considered
We're talking about you, the fuking customer.

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>>1021361
What they say is true, aim for feeling, not to formulas. Having said that, the "natural" movement of humans and animals are differentials. You usually don't start moving at a constant rate, theres an acceleration and a deceleration that begins before (if you stop suddenly, it's because a collision or that something startled the model.
TRy to move with accelerations and decelerations instead of fixed speeds, and then it's just fiddling with the parameters (acceleration, max speed, decceleration, final bump). And add some drag at the end, so there's some fluid/molasses/deformation.
WAY easier to enumerate than to get them right, I'm telling you. You get them right by watching them and deciding if they look real, not by memorizing a bunch of numbers and applying those. Hovwever, they are good starting points to fiddle.
>>
>>1021361
You're looking for
"bipedal walking control"
or similar out of the robotics field.
The reason why there's basically nothing in the animation field is that using mocap data combined with linear interpolation is good enough for animation.
You can still do what you want but you'd have to have at least an undergrad understanding of computer science / robotics topics to implement papers you come across using your own code.
>>
>>1022002
There's also the whole thing fundamental to animation that it's not about making beings move but seem alive. A walk is one of the most practised and individualized actions someone can do, literally a reflection of a thing they learned and refined all their life, so it's a primary vehicle for depicting someone's individuality. To try to replicate only the physical process is only good for animating a robot, and a boring robot at that.

Of course, it's all explained in the book recommended time and again to OP which they haven't read

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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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>>1021695
lol this looks fucking horrible
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>>1021712
It’s supposed to be educational, the blander scammer had an entire animation of creatures in Noara going left and right. No idle animation, tails rotating badly, still background characters momentum in CGI scene and no animation for UI screen characters.

The difference in experience are clear anon, Blender scammer can’t animate with items and cannot bring life to the characters.
>>
>>1021714
There are zero noara characters in his Alive course.
>>
>>1019638
anon did you end up getting it? i webripped it a while back if you want it
>>1019394
not blender but blender supported because of pierrick: Space Switching for Animators
I also have a webrip of that if anyone is interested
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>>1022000
Oh yeah the space switching course is great

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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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>>1020901
says the guy whom likes chairs, things that are in houses
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>>1021877
Smells like an excuse. See >>1020760. You even refused to share your work here for others to see
Just admit you're just not that skilled. Be humble.
>>
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>>1021483
>more than $500
That's one way to put it. Like, the guy who made Saba's fish model *starts* at $6000
>>
>>1021994
You have a link? She doesn't credit the 3D artist in a visible place
>>
>>1021996
She literally retweeted it for the ghost model, here: https://x.com/Yoolies

File: GUNTSBLAZING.jpg (308 KB, 650x877)
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No nuke can't stop the Gunt.

Post anything Gunt related or of a Guntish nature

>I want to use the Gunt model

Gunt's model should be here:

https://drive.google.com/file/d/1r0MbQRcUnbRGwzS4wRSYEfjrLFUoP3b6/view?usp=sharing

Old nuked thread:
https://warosu.org/3/thread/918176#p963992
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bump
>>1014315
It's life
>>
>>1010480
I'm looking forward to attending next year
>>
>>1014315
It's gunt you buffoon
>>
File: Cffapture.png (1.23 MB, 799x603)
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Glad they're starting to add Gunt DLC to a lot of games now
>>
page 10 bump.
gunt will never die.

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Im working on developing some games in my spare time and I’d really like to target the fidelity of ps2-ps3 style games, mostly for stylistic purposes (but also because I’m solo and don’t have the time and resources to make too many high poly things)

Specifically, I’m really interested in how characters like pic related were modeled and textured to look semi-realistic and expressive (especially textures because I’m still terrible with them)

Feel free to post low-poly or just your favorite models/textures from the games of the good old era of games
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>>1019784
Use ninjaripper
>>
>>1019793
It's illegal, chud. You are ripping copyrighted material which has not been distributed for public use.
>>
Not texture/model related but the animation for this game is smooth as silk and apparently done by hand. As a solodev I also have an interest in animation without the expensive gear/suits
https://www.youtube.com/watch?v=PC6gS5j4__0
>>1017994
This thread is always the first thing I search for when I drop by this board. I'm glad it's been around for more than a year (wew)
>>
>>1010722
there is no style with ps3, its just PBR
>>
>>998206
https://www.youtube.com/@ZugZugArt/videos

File: JitaWiP.png (460 KB, 540x1080)
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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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>>1021263
I was also messing around and made Nora’s boobs really long

>>1018300
I was thinking she would smell more like sweat with a hint of spoiled milk. Living in the jungle makes her sweat a lot, and sometimes she lactates involuntarily and can’t always clean it up right away.
>>
>>1021258
all good, this thread inspires me and I like the style. You got a hater which means you have something worth arguing over in the first place. Keep up the good work
>>
>>1021257
>>1021259
nice renders man, i just know that bounce video is gonna be worth the wait
>>
>>1014066
this is amazing i wish i could make something lowpoly look this good and unique,what project are you making like a game or a short?
>>
>>1018286
Love your work man, gave you a follow

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Previous thread: >>997798
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>>1021973
>>
>>1021974
>>
>>1021975
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>>1021976
This one felt very LSD Dream Emulator-esque
>>
>>1021977

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so i design stuff with Blender for 3d-printing. Lately a friend asked me to design some mechanical parts for printing and I realized Blender isn't suitable for this, because when you apply a subdivision modifier, all the dimensions change because the geometry gets deformed. I was going to learn freecad but i watched some people doing stuff with it on youtube and every time i watch a video i say to myself "i could model this in Blender in like half the time." is this the nature of CAD modeling, or is this specific to freecad?
9 replies and 1 image omitted. Click here to view.
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>>1021941
I believe Fusion360 has a free license; I don't know how limited it is
>>
>>1021941
Solid Edge community edition. License lasts a few years.
Bit of a learning curve and might be picky about graphics hardware, but powerful.
>>
I recommend OpenSCAD for anything parametric.
>>
>>1021900
As much as it is a technical non-arty task, id still like to know more about and sicuss best prwctices when it comes to making more fanciful models meant to be 3d printed.
Zbrush looks like it has a bunch of built in tools for it but ive never messed with them.
>>
>>1021954
Zbrush tools for 3D printing? Nah man, it just sculpts

How can I create this model as fast as possible as a beginner? Which software would be ideal? I have Blender, would it be enough? Are there any free textures on a resource site?
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>>1021811
Young people haven't lived very long, so when you tell someone who's under 18 that it's going to take 3 years they panic. That's a chunk of their life so far.
>>
>>1021801
Fastest possible way is to take an expensive course where you hand a hands-on mentor. Except I'm pretty sure the next thing you'd say is you don't want to pay anything, in which case you just don't have access to the fastest method
>>
>>1021864
I dont have enough money
>>
>>1021884
Then that answers your original question about which software to use, too
>>
just copy it with image planes like this and project the texture onto the model from production artwork. It'd look perfect.

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How do you come up with a really awesome 3d artstyle like this?
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>>1021426
You can't say that and not link the rig motherfucker
>>
>>1021426
someone on /co/ posted their model but theres no link >>151206580
>>
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>>1021726
>>>/co/151217573
So some rando manages a full character and animation faster than most of /3/. Of course I recognize that cursor, it's the power of Blender
>>
>>1021752
/3/ is full of shitskins from the third world decaying their brain with blender who can't even model a turd
>>
>>1021829
metric to trigger the us racist

How would you make this in 3D?
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>>1019003
He could be someone who cuts his pasta
>>
>>1019037
theyve got some kind of equations running
>>
>>1018583
what's your day job?
>>
>>1018572
bunch of tubes, physics, particle effects
>>
>>1018780
that's a neat egg tart
but op asked for spaghetti

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How do I delete a face in blender
>>
you can't
this is the one thing that's holding blender back imo
>>
>>1021880
I heard it's planned for 6.0, the russian guy is going to work on it
>>
>>1021879
You can in Wings3d!
>>
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>>1021882
for me, it's anim8tor

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Awhile ago I started a project with the hopes of it being open and accessible enough to anons on /3/ to participate in.
Just a fun casual project anons could jump in, do as much as they wanted, and hop out. Much more if they were interested. Alas, participation was null. I pivoted to a different project which got pretty advanced but I'm taking a break from.

What is this?
This is The Dark Crucible which is a homage to the Gauntlet Legends/Dark Legacy games. The point of this game style is that the mechanics are very simple, and once they're all hashed out the project become 100% art focused. Much more intune with this board than with the gamedev general on /v/.
At this point now I'm not sure I want to share this project anymore, but who knows.

previous threads with more details
https://warosu.org/3/thread/988930
https://warosu.org/3/thread/993391
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>>1021723
Do you want these things to look like a ps2/gamecube era item?
>>
>>1021733
No. Idealy I want them to make use of modern rendering advancements.
That beign said I want total accessibility. So I'm also not saying "no" that kind of style. I'm also using the built in render pipeline for unity which is not very advanced and doesnt have much options beyond secularity and normal maps. The camera is always going to be pretty far away from the characters and items. The things need to look good while occupying like 1/5 of the screen space. But also the original gauntlet took it too far and the awesome character designs on the box art were not faithfully represented in game. I want a happy medium between the two.
If only though, the mob monsters need to be optimized because there could be hundreds of them on screen at once. Players, items, bosses will have more freedom.
>>
>>1021723
how do you feel about the mask of achilles?
>>
>>1021859
That sounds 100x more appropriate seeing as achillese was supposed to be invincible.
>>
File: Unity_jzbTbl33OO.webm (591 KB, 690x632)
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IDk why I didnt bundle the foot into the body. I dont really want them to explode separately.
Here's the abomination. He's enveloped, but I havent painted weights yet


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