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File: proportions-2.png (171 KB, 600x600)
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Why the fuck do you chuds keep saying my models are bad? Their proportions are literally spot on.
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the mentally ill should be put down
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>>1029009
Cris, your posting has increased a lot in recent days. You're flooding the catalog. Make a containment thread and stick to it.
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>>1029009
You need to achieve my polygon count.

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I want to share some stuff as I create my content over time, to contribute to the /3/ gallery. I'm not a professional employed person, this is just my hobby.
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A blackboard prop from an old game I wanted to create in full fideltity, which is still WIP as I started today. It's inside Unreal 5.
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One of my many characters I have created. not pbr and lowpoly.
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This guy who's almost finished, needs some little work and I'll return later to, as I took a little break from character design.
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>>1029019
His weapon.
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Some of my level design and lighting.

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Is using ai as a refrerence for your characters bad?
36 replies and 9 images omitted. Click here to view.
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>>1026931
Are you saying you would use AI if it didn't take more electricity than the electricity and compute you've spent while drawing digitally on your computer?
In that case, I may have a bad news...
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I don't think so, take this model here (unfinished obviously) as an example.

I couldn't find any clean images or downloads of this model from a now defunct Fortnite mode anywhere. What I did have avaliable was a short Twitter clip of the characters performing some animations.

After some real head scratching and trial and error, I just couldn't get a decent turnaround for moddelling. Then, I ask Gemmini to upscale the inital rest pose and create a side pose.

Is it perfect, no of course not, it has no idea what the model looks like from the side, and it'll be a bit off, but its more than enough of a base. And that's what Anti-Ai chuds will never understand. I used Ai to help fill in the non existant knowlege gaps, not compeletely replace the creative process. I still need to shift and pull the model until it looks right, rig it so it moves right and texture it so it looks correct. Me, the human does all this, not AI, it does the parts I can't do, and I take it from there.

Using AI can be a slippery slope, sure, but if you're self aware, smart and savy enough to know where to use it, and where to show restraint and do it yourself, you will always pull ahead of those who insist on placing themselves at their polar extreme of the argument.
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>>1026860
No. I do it all the time. I even use Hytem3D to make a 3D sculpt of it. There are even more tools for topology, but I like to do it by hand once I'm on this stage. Still, doesn't hurt every now and then to do it yourself.
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If you blindly copy Ai reference yes. If you use it for ideation and don't add retarded details no.
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>>1026905
>googled to see if this was real
>the image just comes back to this thread

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I found a neat trick on blender that allow me to imitate the soft shading on the breast, flat shading on the rest of the body, that I saw on AI low poly renders.

:D
14 replies omitted. Click here to view.
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>>1028867
if this level of self awareness and ability to take criticism is all you have, you won't last three days trying to sell something.
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>>1028867
>I'm not an artist. It looks good enough to sell
god i fucking hate moneyfags ruining this board with their greed and retardation
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>>1028877
What about Roblox BBC porn?
>>1028894
Okay NEET, kek.
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>>1028918
you don't have to be a neet to be against shameless talentless money driven retards ruining this board with their "will my 5 seconds of effort make me rich?" posts
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>>1028919
More like 5 hours. Even then, how do you explain Roblox BBC porn? It doesn't take any effort yet it makes thousands a month, kek.

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>>1016792
some old proggy for new bread
45 replies and 17 images omitted. Click here to view.
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>>1027146
Fuck off, handpainted shadows usually looks like shit with the sole exception of hard shadow indicators or very, very light gradients for things like form shadows. AO as well depending on the shader.
Shaders are infinitely superior for conveying form.
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>>1026631
The movement looks good. Are you coding it manually or using some sort of asset?
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>>1027833
>handpainted shadows usually look like shit
They do when they're made by you
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Upgraded her model again but following that low poly one from a popular artist.
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>>1029001
non webm version. Im making another one (again) but this time with a more high poly version so that i can make costumes faster.

Did sfm set back 2010s animators years? (kinda ignore pic)
34 replies and 2 images omitted. Click here to view.
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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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>>1014631
no, it's still used for simple stuff to this day despite being arguably worse than blender for simple things assuming you have all your preferences and render settings established for the style you're after in blender
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>>1022881
I think the key here is just using the Workbench renderer setting and playing around with metcaps. EEVEE might be another possibility given it's a realtime renderer.
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File: Myepicsfm.mp4 (3.76 MB, 1882x1080)
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any tips guys?
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>>1014830
This is true.
I had a channel in the mid-2010s primarily centered around FNaF SFMs because it was the channel I wanted to build, but peers outpaced me in the sense they were forcing themselves into the, at the time, extremely popular hyper-tism niches like "music videos" and "funny moments" type of content that simply didn't require the same tact or skill to make them look particularly impressive or high quality, but most importantly they captured as many views as possible through this genre. They of which garnered way more visibility in the tens of millions.
Kinda killed most of my motivation to continue making the content I was, which generally took the setting more seriously.

Just how groundbreaking was this video back then?
13 replies and 5 images omitted. Click here to view.
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>>1019203
They did the shields in the original Dune by hand even though they look like proto-CGI.
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>>1019195
i shoulda learned
to play the guitar
i shoulda learned
to play them drums
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>>1019195
Relatively groundbreaking, considering these were the seeds ReBoot came from.

I'd argue there's some things that were more groundbreaking like Wrath of Khan's Genesis sequence, but there really wasn't a lot of things like it outside of commercials or broadcast graphics. And certainly not a whole lot of character animation that weren't simply in-house tests.
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This was crazier.
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>>1028115
xplain

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I've leveled up, chuds. This is roughly 70% AI but I've tuned the prompts and the workflow to make it look more legit. Would this get flagged by Steam?
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>>1028965
probably not but it looks kinda terrible so whats the point. minecraft characters would look more appealing than this
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>>1028971
PS1 nostalgic vibes is the point. You know about niches right, chud?
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Chuds BTFOD by cris again
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>>1028965
>Leveled up
>70% AI
Cris, go get a life.
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>>1028972
amazing how AI is revolutionizing the most overused art style in indie games

File: 231 Phanpy.jpg (123 KB, 2048x2048)
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A thread to post sculpts, get feedback on sculpts or talk about sculpting
Consider posting on /wip/ for for projects that go beyond sculpting
Previous thread >>1007862
31 replies and 13 images omitted. Click here to view.
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How am I doing for likeness?
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File: Torso_50.png (300 KB, 624x966)
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I think i'm getting a hang of proportions and some anatomy
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>>1023366
what's the copy bridgman twice of sculpting?
what's the draw 10 billion boxes of sculpting?
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>>1028959
Shift + A to add a cube
Do this a billion times and you will be an expert 3d modeler
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>>1028765
Is that Bobby Hill?

File: 0001-0250.mp4 (1.74 MB, 1536x864)
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Does anyone use Blender to sculpt? After years of avoiding it while working on models and making very poor anatomy, I finally decided to give it a try. When it comes to quality, would it make too much of a difference if I used a tablet or drawing tablet instead of a mouse and keyboard? Is that only for comfort, or can it improve my work?
11 replies and 2 images omitted. Click here to view.
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>>1028303
Whats the difference between sculpting and regular modeling? Isn't scultping how you make all character models?
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>>1028799
Th3 difference is just the way the tools appear to the user. When you sculpt you have a blob of geometry and the tools push and pull on the verts in an intuitive way I the thing you were sculpting were physically real. The alternatives to sculpting (box modelling for instance) you're interacting with verts and faces directly by selecting them and moving them around.
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>>1028303
Certified and marked to be bred by my BWC.
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>>1028552
>But man so many 2d artists draw the far boob or the far butt cheek bigger too, and it drives me crazy.
Oh, good. Someone else notices this problem. It even regularly happens with pro artists who've made a living drawing boobs for decades, for some reason. Same with cleavage windows on shirts and such getting drawn "pulled" towards the camera, instead of staying centered and symmetrical.
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>>1028953
Idk what it is specifically either but I do find myself having to erase far boobs and redraw them smaller, or if I do some elaborate construction aligned to perspective I end up having to draw the far boob much smaller than my instinct tells me.

File: 1764622944472563.gif (2.14 MB, 255x255)
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>no, you can't save your animation, you have to mark those keyframes you're working on as having a "Fake User" or we'll GC them out of existence
Who came up with this shit? Fuck blender.
30 replies and 3 images omitted. Click here to view.
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>>1028947
>If you somehow get
It's not "somehow". It's a common experience for a ton of users. Learning this weird memory quick is not intuitive, so how would people learn it? they would have to happen across the information somehow. And how would that happen? What opportunity would they have to come across this information, like not in passing as just a piece of the UI splayed on their screen. But an actual moment where the function of the button is brought to their attention as something important. What moment would they have to experience that?

>This interaction isn't a special edge case for animation meant to piss people off, it's the case for all things you work with in the software
And in all things, people have lost important work. As many people get into blender for many different purposes. They encounter this problem in regards to many things in the program.

>You work with images and often find that they disappear when you swap them often
That's an example of why someone would be mad. Imagine working on an image like hard core. You spend all this time and energy on the image, and then it's just... gone. That's rightfully going to make people upset.

Every other program under the sun, when you attempt to close it, it prevents you and goes "hey, you have unsaved work, do you want to save before quitting?" Blender is the only fucking program in the world that just goes "eh... they know the deal" and closes without asking. Well many users do not in fact know the deal.
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>>1028948
What I'm trying to communicate is that you won't realistically be "working" on anything worth preserving before becoming familiar with how blender works at its core. How is this so hard to understand? Nobody just opens blender for the first time and makes their first masterpiece. Even a pro migrating from other software doesn't immediately integrate it into his no doubt very high value creative "pipeline", he tests the waters and sees how things work there before commiting to spending hours on something worth preserving.

>how would people learn it
I just outlined several of the countless situations how even a first time user can stumble upon this not-at-all hidden system.

The fact is even going the other way of making all data have the "fake user" toggled by default would have issues, likely more than otherwise. Some clueless poor sod desperately trying to make a titty mod for the latest game could end up making zillions of duplicated data for the high poly model he's trying to edit and suddenly his toaster runs out of memory, things start literally crashing and he starts another thread on 4chan about how blender is shit. Is that a good alternative? As I said, the default behavior is largely intuitive even if you don't fully understand it. You delete an object and its data will be gone eventually. You want to keep some data and you keep it associated to an object in a scene. Animation just tends to require frequent swapping from its container armature for working on separate sequences so you'd need to manually flag them to prevent deletion.
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>>1028949
>What I'm trying to communicate is that you won't realistically be "working" on anything worth preserving before becoming familiar with how blender works at its core
We value what we lost, despite what you think.

>I just outlined several of the countless situations
Your situation examplified how work gets lost.

>things start literally crashing and he starts another thread on 4chan about how blender is shit
1, He would be far less likely to bitch about it, if his work was actually preserved.

2, Even if he still bitched about it, you could remind him that his work is preserved, and that he doesn't have a real reason to bitch. But the fact that his work was lost, gives him a justification to bitch.
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>>1028950
So you are unironically suggesting that the first material you ever make and lose this way will be anything more than just testing how shit works? That's just being dishonest. Yeah, it's a "bummer" that the test material you spawned just to play with nodes or the image you made to test out just how shitty texture painting really is in blender (now THAT is actually very shitty in blender) is now forever lost in the ether. Big whoop. Anything you make in any software for the first few attempts will be just test stuff. And all of your test stuff will have bigger problems than just being lost. I don't think there's a single person who ever tried 3d modeling alive whose first mesh they worked on wasn't FULL of needlessly duplicated vertices, retarded normal smoothing artifacts due to random breaks in geo, hilarious attempts at subdividing 10+ edge poles and massive ngons, separate materials for every single color they wanted to lay down and so on. Making mistakes is how you learn 3d. This is no different.

>He would be far less likely to bitch about it, if his work was actually preserved
In that case the odds of his final "strokes" being preserved would actually be lower, as the software will have crashed before he could have a chance to write it to disk. Fortunately blender autosaves temporary snapshots of even temporary files you never "saved for real" every like 10 minutes by default or something. Although you could imagine a RAM-devouring file would be quite a few gigabytes big alone, and blender keeps some number of previous snapshots to boot, so not only would this collection of jiggabyte .blend files would suddenly eat several dozen gigabytes of disk space, every time the autosave kicked in blender would stop to write a fresh new copy of the monstrosity to disk, which could take big chunks of time. I think an average person would complain way more rather than losing the 2 keyframe test animation they did to see how they could import it into a game.
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>>1028947
Umm no, you see i did The Oddly Satisfying Render Challenge, using only Maxon software. Guess what happened, there’s almost no tutorial on newer versions. It’s not like Maya or Blender where you can understand certain buttons by googling it. No, Maxon decided to recreate everything, the UI, names of features, how Cinema 4D operates, etc. Thus when people say they didn’t know stuff about Blender. I am absolutely certain the developers were at fault for not making things aware. My Cinema 4D project for the challenge is not good enough because of so many missing information that isn’t available and i cheap out on being satisfying due to lack of tutorials.

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In his latest series for Blender 5.0, he teaches you how to make this mug.
But at some point in the video, he attempts to make the bottom of the mug, but fails to first apply the solidify modifier before using the extrude tool, which causes an indent to form on the inside at the bottom of the mug (pic related)
When he notices it, he quickly pans away the camera, and doesn't even address the problem, even though everyone who follows the video will end up with the same result.
This dude has been using blender for 22 years, but can't even model a mug.
51 replies and 4 images omitted. Click here to view.
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>>1028584
AI fans do it for free
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>>1027603
Find artists that create work that is similar to what you want to create. You then backwards engineer their workflow by looking at the tools they use. You can also ask them what their process is, and if they have paid/free tutorials. They will most likely answer as most people are happy to share their knowledge. You then study on your own. Do a bunch of very small experimental projects until you are confident you have acquired the skill and can implement it on bigger projects.
The hardest part is really just knowing what you want to make, and not just changing your mind half-way through the process of learning once the "illusion of magic" is gone.
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>>1028826
Ok then show me your tools and workflow. You are required to teach me.
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>>1024194
It's stupid to call idiot to a very experienced guy like Blender Guru, specially while still being a beginner.
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blender guru is a retard

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Like all great projects, you leave it behind for a while... 5 years might be a little too long, time to get back on the saddle and work on it.

For those that were in the loop back in the day, this is a revival effort to bring /3/ back to the cup and even though /3/'s history in the 4CC isn't necessarily stellar, it's always a work in progress. Things have changed since the last time the team played an official match, Konami stopped making games and we've been reusing older games with mixed success, however there are tools to have the same model quality as the newer versions of Pro Evolution Soccer before the series ceased production by converting them to the older games.

For those that don't even know what this is all about, the 4CC is an inter-board competition where /3/ used to compete from 2012-2015 with a revival that went from 2018-2021, the team has fallen inactive since then but if there's enough interest ITT the team will return to competition with me and my co-manager Wyvern at the helm. There are 4 cups per year named after each season featuring the Elite and Babby divisions, the second division is the entry point for new/reviving teams and with the Spring Babby Cup coming up, team registration has opened and the time is now to revive /3/.

Let's go fire up Blender one more time and kick a ball around, hopefully we don't lose too badly. For more info see https://implyingrigged.info/wiki//3/
225 replies and 51 images omitted. Click here to view.
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The results of the 2026 Spring Babby auties are in and we've won EIGHT awards and was involved in a 9th (Stat Me's red card)! We won the following awards:
>Team of the tournament (31 votes)
>Most Exciting Team (18 votes)
>Best New Kits
>Best Model (yes, it was Gunt)
>Best Overall Aesthetics
>Best Anthems (tied with ourselves lole)
>Best Goalhorn
>Best alt-horn (tied with /vg/'s SO YOU HAVE A MOTHER)
Thanks to everyone that voted for us, this just goes to show that we've put in the work and got rewarded for it!
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>>1028901
Nice consolation for not winning the title
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>>1028901
>we've won EIGHT awards
holy smokes
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>>1028909
>>1028910
Not a bad haul is it? We also got a shared Golden Ball with >blender, No >YOUR< Program Sucks and /vst/'s Nuclear Gandhi getting 6 assists each
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>>1028901
MY BOY GUNT DID IT

File: uvs.png (86 KB, 1967x760)
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This is the UV quality of the most popular and profitable 3D game currently not owned by China. Why are you still trying so hard, /3/? Stop reaching for the stars when success lay at your feet.
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>>1028895
>reaching for the stars
Surely you are kidding, /3/ doesn't even go as far as your pic
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>>1028897
Speak for yourself.
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>>1028895
This is awful, why is it triangular, the head isn’t unwrapped, no indication of which is a hand, body or feet. Just awful.
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>>1028912
Because they're just a garbage rip made by an idiot, not even the actual UVs used by roblox
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>>1028895
He's bvilt just like me

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Why is this thing trying to become bloatware jack of all trades like Blender? It will just run at 20 fps instead of being specialized lightweight software. Also, I heard its better than Substance Painter for some parts of texturing. Any inputs?
5 replies omitted. Click here to view.
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>>1026907
>>1026980
Why do they put politics and religion in? I don't want a forced pigkrainian flag shoved onto me as an icon.
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>>1026846
LMAO, look at that bloated UI.
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>>1026846
is it made by the azov battalion?
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>>1026846
I was surprised you can apparently sculpt in it too
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File: pinkgummmonsterthing.png (249 KB, 934x833)
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this shit is dope, I sculpt in real life with monster clay and this software is the closest thing to that experience. Layering on top of voxels instead of sculpting unmanagable vertices in blender.

Z brush is probably better and similar to this but that's too expensive for some hobby 3d modelling


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