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File: skelchair3.jpg (337 KB, 1900x1316)
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I hate geometry nodes.

So I wanted to get an array that has a offset for example every repeated part is -5 of the original distance.

This is impossible to get in the array modifier (despite the devs being retarded for not including it)

So lets see how I can do this in geometry nodes.
Repeat something node yes???
WTF? What is this shit.

Youtube search.

LOOOK AT THIS GARBAGE!!!!!!!!!!!!!!!
https://www.youtube.com/watch?v=MqXYApfJuPk


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>>981381
Skill issue
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>>981409
>Imagine being a nigger and not killing yourself.
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>>981381
Looks logical. They split the functionality into small atomic elements which can be recombined in many different ways.
It makes sense to separate the offset logic from the duplication functionality, that's why the geometry node version can do whatever you can imagine rather than being limited to what the developers thought to include.

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Why did you guys choose 3D over drawing? Is it because drawing it's too difficult?

I've been thinking if I like drawing or 3D more and what to invest more time on, because with 2D you can also animate
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>>976326
I have tried both, but I've only managed to actually stick to 3D and kinda gave up on 2D rather quickly. Might give 2D a try again eventually to see if any skills transfer over from 3D
>>
the only way you can truly get good in 2d or 3d is with very thorough anatomy studies
>>
>>976326
I do both
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>>976326
can't do cool 3d animations, 3d pictures and 3d video games by learning how to draw
>>
I do both 2D and 3D, but from the two I would suggest doing 3D if you could only put time into one. 3D is a lot more versatile in what you can create, if you use NPR you can even create 2D works using 3D.

Let's say you want to create some fan art of your favourite anime character. With 2D you can draw it, paint it... and that's about it, you're left with a 2D illustration, which is great if that's all you want to do. You can technically do more with it such as animation as you say, but you're essentially redrawing each frame in order to achieve that, you're no longer working on the original work, it's not as versatile and take more effort compared to 3D.

With 3D you can model or sculpt it, 3D print it, pose and animate it through rigging, put it in a game, or a 2D illustration with NPR, or even a 2D animation with NPR, you can also render it lower resolution to create faux pixel art and then animate that and put it in a 2D game.

The other benefit of 3D is reuse of what you create. Over time as your portfolio grows, you will have more and more assets you can reuse to make future works more time efficient. You can reuse the character's body and use it as a base mesh in your next project, or the accessories and clothing, the animation rig, etc. Whereas with a 2D illustration you can't reuse it, only case you could reuse it is if your next illustration was the exact same perspective and viewpoint.

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But I can use Blender somewhat, so I just make models from schematics
I was also thinking of remaking art by actually creative and artistic people in 3D, or replicating video game scenes.
Anyone else like this?
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>>976928
>>976930
The best way to be "creative" is to literally not focus on it at all. Go outside, go for a drive, a hike, have some kind of experience, watch a movie or show, play a game. Do literally anything else besides art. Keeping your mind fresh and open to new experiences is how you can get creative juices flowing.
Now when I say that, I don't mean procrastinate and consoom media, I really do mean opening up your mind and taking in the sights and sounds, enjoying things in the moment. Shit like that really does wonders.

If all else fails, just do drugs and center your entire life around them like all the "dude weed" people.
I find drugs to be kinda gay (because of people who base their whole personality on them), but I'd be lying if I said it doesn't work for some people. Kinda makes "being creative" a bit expensive though, I'll bet.
>>
>>976922
If you want to be creative study art that you find creative, look at a lot of artworks, expand your visual library, study history or other subjects close to what you aim to design, draw from various inspirations, creativity is a skill that can be developed, it will take time to go from uninspired works, to inspired, to original
>>977143
Actual dogshit advice
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>>976922
Replicating things that already exist (from reference) is extremely common and has been for thousands of years. Everyone does it and you should too. Make shit that you enjoy or enjoy the process of making.

If you want to be more creative try stepping out of your comfort zone more. Experiment and remix when making things. You will fuck up, but think critically about it and you can learn. If depression is getting in the way get some exercise and sunlight.
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>>976922
your modelling talent is required to preserve old art. starts making 3D models of those cultures that are unexposed that aren't Western or Eastern.
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>>976922
I'm in the same boat over here with my aphantasia. For creative outlet I just love modifying things, since I can see shortcomings or missing pieces, but not create anything from scratch.
On the other hand, if you WANT to create things without imagination,unironically use Dall-E 3 to generate shit (there is an outpour of threads on /v/ for AI generation currently, if you don't have any idea how to prompt). It will create the rough outline of an item/character/place, provide some details and you can make the thing take shape in 3D software (something I considered once I saw some outputs of mine and thought the contents were a cool idea).

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So I am only a day old diving into Blender after 3 years of trying 3DS Max with no progress which is more of a skill issue on my end.

I am specifically wanting to model cars. I have something started but am not too happy with the outcome of the doors. I am starting with blueprints but still getting to grips with pretty much everything else.

What tips can you give an absolute noob when it comes to modelling?
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>>977171
Image is of the whole torrent not what I've uploaded.

also sometimes you can find paid addons on

https://iggtech.com/
https://gfxfather.com/
https://www.downloadpirate.com/blender/

I'd 100% hit em with a virus scan but I've downloaded stuff from these sites.
>>
>>977174
Chad. Thanks
>>
bump
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>>976621
Don't jump directly into the high poly/subsurface model. Do your low/medium poly that has EVERY detail you want in the final product, with decently clean topology. Only when you're COMPLETELY done that, duplicate all the parts and start working on your high poly (should be pretty quick since you've already planned out all the geometry) with any necessary supporting geometry and edge loops.

Lots of people jump right into trying to make things with subsurf from the get go and work themselves into a corner.
There are a handful of common 'problem' shapes that you should probably learn, things like circular holes in curved surfaces. They're not so bad once you've practiced them a little but if you don't know them you'll end up using way more geometry than is needed and your mesh will become difficult to work with.
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>>976621
Line work is the base of any car model.
Start with line work. Lay down lines and curves in 3D space according to your blueprints. Start with lines that are present in a lot of views, these have the greatest "confidence" and they'll help you lay out other lines.
Be aware that most blueprints aren't 100% accurate, so one point might be off in one of the views.

I have placed colored spots in pic related, these lines (and all of the wheel well edges) are the ones I would start with.
Keep in mind that lines which aren't connected to other lines could be "reflection lines" - these are unimportant and should not be modeled, at least not right away.

After you're confident with all your lines start connecting them with faces and work out the surfaces. In this stage blueprints won't help you as much, go online and start looking for photos, full body and close up, where the paint shows the surface curvature.

Don't do panel work (cutting out doors, roof, fenders etc) until you are 100% satisfied with the proportions and topology of your mesh. Cutting out panels is the last step.

What projects have you been working on lately?

Unreal Engine 5.1 new features video:
https://www.youtube.com/watch?v=FUGqzE6Je5c

Building Unreal Engine from source:
https://docs.unrealengine.com/5.1/en-US/downloading-unreal-engine-source-code/
https://docs.unrealengine.com/5.1/en-US/building-unreal-engine-from-source/
https://github.com/NvRTX/UnrealEngine/

Learn Unreal Engine:
https://dev.epicgames.com/community/learning?application=unreal_engine

FAQ:


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>>977933
you're shooting yourself in the foot by using anything other than the latest UE5 release
>>
>>980106
It depends, especially if you're using third-party plugins. It can take some time after release before the plugins you use become compatible with the latest version. For instance, with the FSR plugin, it can take quite a while for AMD to make it compatible with the latest version; UE 5.1 was released in November 2022 and AMD's FSR2 plugin didn't support it until three months later when the FSR 2.2 plugin was released in March 2023.
>>
It's out!

https://www.unrealengine.com/en-US/blog/unreal-engine-5-4-is-now-available
>>
>>981424
Anything to look forward to besides the new retargeting system?
>>
>>981424
I like that they're going for making external DCCs such as Maya, 3DS and Blender completely irrelevant. I think that's the right move.

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Ladies and Gentlemen of /3/,

The next 4 upcoming years, i will spend every single day in the production for the pilot-episode of a new Berserk adaptation.
>Narrative - 100 % faithful to the Manga
>Art Style - inspired by Netflix Arcane (pic related)

Without any doubt: this project is a Behemoth, but i am dead serious about the production.

Truth to be told, i am lacking experience, which is why i created this thread in the first place.
I would like to know your opinion on certain topics - Roughly spoken about project-management, planing and execution.

I am not asking for direct involvement in the project - at least not until i proved myself with regular updates and progress that i am the real deal.
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>>981177
OP here, i am actually not so sure if i bought it. Although, if have a good one and i didn't buy it - you may get another meal :)

So, i am close in being done cleaning the mesh. Previously i couldn't even create proper UVs and multi map the texture.
Next step is doing some proper polypaint, bake the mesh properly in substance and finally try to figure out the artstyle.

Progress is progress, doesn't matter how small.
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OP here.
Every day is a day of progress. The last two days were in the name of "trial and error".

But i think i am having a breakthrough. I definitely need to improve my brush strokes and work on the detail, but this may be the next step to the desired art-direction.
>>
>>981397
This fucking rocks.
Start a Discord room or something.
I'm eager to see where this goes, even if I'm not into Berserk.
>>
>>981397
Oh big helpful tip from someone who works with material rendering. Make sure the colors work with the desired software. Blender, Maya, Unity, etc, all different rendering methods that should be looked into and understood so you’ll know it applies to your implementation.
>>
>>981418
Thanks. I am going to make the discord room as soon as i am start rigging.
>>981426
I appreciate the tip! Currently, i am experimenting with different render and shading methods, with the help of different plugins in Maya.

The last 12 hours were quite a shitshow. I bought the NPR plugin MNPRX from Artineering, which turned out to be for nothing, since the plugin doesn't work with Maya2025. Had to make a python deepdive to find out that PySide2 is no longer a thing in Maya2025.

Now i am trying my luck with Arnold and Psoft Pencil+.

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I spent so much fucking time trying to get a pirated version of Cinema 4D working When i get it working the Redshift not working right when redshit working some other shit crashing


Why the fuck did i think just because that shit more expensive it was better than blender when blender addons & renderers are so easy to install

>but in reality i do want to go into mainly motion graphic simulations & animation so it might be better
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Just finish my first render how long until i start making all that money i heard about
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>>980030
3DS Max is bordering on abandonware and is falling behind modelling in Blender.
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>>980219
renders p good
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>>980029
FR I used to get by with the 'Education' version of Maxon One bundle, but they changed the fucking system so now I can't get it. It's borderline impossible to get a pirated version of C4D + Redshift to work properly. FFS
>>
>>980346
I've been hearing this for over a decade now.
Blender is still not even close to 3ds.

Redpill me on AM and other similar programs. Do you get anything out of it that you wouldn't be able to learn on your own? Are you actually just buying connections? Have you done it? what did you think? I can already guess that the general opinion here will be pretty negative but I'm interested to hear your insights.
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>>981297
Andrew, how many times do I have to remind you that you're not welcome on this board?
>>
>>981297
Officially from Maya and they work unlike Blender that removed buttons and stored it away.
>>
What do yall think of something like https://www.toanimate.ca/
$500 for courses, rigs, props, scenes, professional feedback + discord
>>
>>981439
>Red flags
Only blender, discord (anything commercial tie with discord is bound to be a scam), if I’m read the jump reference right, it’s asking you for a perfect 90 degree? Let me tell you; people hate perfect things, walk cycle for bot is bad, it’s just a by product of https://teachable.com and no actual professional.

It’s a scam anon.
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>>981443
what courses/books would you recommend?

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How do I improve sculpting bros? Does this look like I need to know more Zbrush to improve? I feel like I can’t draw the planes and I fuck up on the mouth a lot
I want to improve and I’m really stuck. I’ve been following a head anatomy course and while I have improved a bit-it’s only a little bit, I think I’m not understanding a lot. I know I sound extremely naive in this whole thing, I just don’t know where to start. I can’t keep up in this course and make turd after turd without knowing I’m knowing how to improve after each turd
I bought anatomy for sculptors book too
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>>981433
Here is this also so I can show my skill level. It’s not good, and I’m hitting a learning curve I think but I’m not sure how to achieve my goals of being good at this
>>
I was also just following step by step with what the guy in the video course did but i realize now that it’s copying right?
>>
>>981433
I fucking love professional european artists who stream. They're so incredibly dry and unhelpful in the funniest ways. The good ones anyway. They've been professional artists for like 15 or 20 years, and have like zero in common with the people watching and can't help them at all because they don't consciously think about all the skills and talent they've developed and can't articulate it.
I'm not even complaining, I just think it's funny how innately averse to spoonfeeding they are.
>>
>>981437
He’s not European. I mean I wanna get better and I will but if there’s something I’m not really getting I would like to know it if possible even if I sound like an idiot haha

so imagine that i got good at 3d modeling, how do i realistically make money? is porn the fastest and easy route? how do you build a fanbase or do you make videos for pornhub and cash on views?

i dont want to work in a studio or with other people, want to fly solo here
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>>981377
X/Twitter
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>>977045
>pic
What about VR POV porn?
>>
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>>979950
>Not him but you're fucking retarded. Movies have been using photogrammetry for over 30 years
Proof?
> IKEA-catalogue is
PROOF?

I think you are confusing 3D scanning and photogrametry.

Photogrametry is the google cardboard technology while 3D scanning is the real thing.
Still it takes a long time to scan.
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>>977345
that's what i've been saying man. This shit is just a hyper fetish, these fucking freaks. they'll call you gay if you call their fetish shit like it is
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>>977345
I agree with you anon, the op looks like a flab monster. Zero appeal

I want one of you to show me how to make low poly model like this. Please show me. Please, please. Please. I want someone to stream and show me. Please. Why the fuck do I have to learn on my own. Please show me.
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>>981183
I'm sure whatever software you use has a feature to turn pairs of triangles back into quads without ruining the models, or you could do it by hand. I don't think the artist who made that GIF ever released his models or posted wireframes IIRC, sorry.
>>
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>>981183
>model the rest of the fucking owl
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>>981137
just learn 256 poly modelling, it's really no different from OP's example. the only thing that makes it distinct is the use of pixel art for the texturing.
>>
>>981182
>No Yuna or naked Sera models
Goddamnit it's been over two decades why haven't all the models from these games been ripped yet?
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>>981383
The games make heavy use of overlay binaries, and not only slap code into overlay files, but data too, including raw model formats that use raw pointers, iirc.
Source: I tried decompiling MML1 once.

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All RODIN needs is a brief description, a 2D image and within seconds it will generate a 3D mesh asset with the desired amount of polygons that can be exported in formats compatible with Maya/3DSMAX/Blender/etc.
It's currently in a semi-public beta where people can apply, releasing next month.
This is just generation 1 but it's already this good.
https://hyperhuman.deemos.com/rodin

How will this affect the 3D artists?
Mass layoffs in the 3D industry expected?
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Procedural generation/scanning has been a thing since 3DCG was invented. Surprised it took AI this long when half the work is math and software already.
>>
imagine the porn
>>
>>981360
Until we can run these AI models locally this shit will always be censored.
>>
>>981339
No those were character creator, AI is a fake idea and steals 3D models. If you try to say Mikey Mouse (A public domain character) you get nothing because no one has made him in 3D.
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>>981331
>it's already this good.
:)

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le donut of blender. based!
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>>980523

Unironically nice donuts
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>>981111
Witnessed.
>>
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>>980788
ugh yawn i tried making another chair but I got stuck so I made le more donuts how long until I can model cars or something?
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>>981304
thanks
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>>981338
>how long until I can model cars or something?
bruh...

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Why does his VFX feel so cheap, lads?

https://www.youtube.com/watch?v=W_8fPy2V2mQ
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>>979539
I don't understand. Who will post/read this knowing that AI will post/read this without effort soon enough?
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>>979496
>using blender
>>
>>979539
>Two more weeks bro!
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>>979496
>dude couldn't even be assed to take his fucking glasses off so they're just clipping underneath his "cybernetics"
Fuckin lazy.
>>
>>979496
bottom of the beard is just photoshop clip tooled out. At the chin area you can see he tried to keep some of the feathering in the beard but the left side is just completely smooth lol looks like a bad edit that's why.

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>try to search for tutorials on modeling
>everything is a fucking youtube tutorial
Why are modellers so fucking ADHD brainrotted? Is there really no text resources for non retarded humans to study?
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>>977610
You sound extremely 110 IQ.
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>>977610
it's much quicker to make a video than write an essay+take hundreds of pictures to explain where the button is+embed the pictures in the essay.

shit gets updated so fast it is just not sensible or profitable to spend a week on an tutorial with a glossary about how to use x software's latest update, which google search athagorithm will probably bury anyway, when you could bang a video out in an hour.
>>
>>977610
What did you want to learn? I'll tell you how to do it in text.
>>
>>980994
Blender experiment on it has proven that such concepts fail. Including on Maya, many things got removed and added. Anyone remember FBX converter, too bad it’s gone and I still see videos saying to convert certain blender models to it when such software is gone.
>>
>>977696
yeah, this. It's the same with the pajeets that do coding tutorials.


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