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File: 1741718378778932.mp4 (1.58 MB, 960x960)
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It's over
266 replies and 48 images omitted. Click here to view.
>>
>>1018357
funniest thing is that there's so much money and compute being thrown at image models it'll probably end up being the path to auto-retopology purely by accident
>>
>>1018382
what I don't get is faggots saying they can't wait for AI to do the "boring part" of their job i.e. retopology
don't these mouth breathing retards understand that if AI get to that point, it will be able to do pretty much all the rest and leaving them without a job?
2D fags at least can read the writing on the wall, 3D artsie types think they're smart, but they are not
>>
>>1018219
Excuse me if I am being retarded but the left image in >>1018216 is definitely not a smash ultimate screenshot. If you look closely, you may be able to ascertain that Kirby has three arms instead of his usual two. Also Ganon's armor is all fucked up symmetry-wise
>>
>>1018358
Looks like the average Blender UI to me.
>>
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You know what really annoys me about playing with AI image generation?
If I share AI images with other people also generating AI images in a containment thread for AI images there will always be some dumb fuck that saves and shares them out of containment to other idiots.
>>1017719
Ironic because I have seen more mediocre artists get dragged into anti-AI witch hunts even when their style carried some consistency to before widespread AI access.
>>1017731
>because it isn't allowed to make flat chests
Stop using web generators and You'll be able to make whatever disgusting fetish you're substituting "flat chest" with. It doesn't matter to me if you actually do pay the nvidia tax and install comfyUI or easydiffusion. But claiming it can't do it simply because you can't is retarded.
>>1017742
Video prompting kinda wanders off as it progresses. Image generation was like that a couple years ago.
>Will [ image -> video ] ever get better?
Who knows. I personally do not care.

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This is my first attempt at a Megaman Legends style character for a game I'm working on.
I'm redoing the jacket/torso but if anyone has tips on the face or anything in general I'd really appreciate it.
I'm having a real hard time deciding if I'm being too hard or not hard enough on myself with the turn out but it feels like something is slightly off.
13 replies and 8 images omitted. Click here to view.
>>
Fat kid
>>
Two generic filler students.
I've made this one with different hair shirt pants and shoes materials to make it easier to change to random colors.
They won't get a lot of face time so I'm just keeping them very basic.
>>
I'm using pieces I didn't design but here's part of a level
>>
>>1018149
You could probably fit the textures for the clothes onto the same image and speed up in game load times, especially if you have multiple characters each with different clothes and faces. So you'd have the faces off to one side and their outfit on the other. If the extra skin is supposed to wrap around the head, mark seam around the face and make the back of the head one tiny little UV in the corner. because it's not visible, changing, or highly detailed it shouldn't matter. The clothes textures should also be pretty small as the face does most the heavy lifting in terms of character design for simplistic characters. Not the worst work but I genuinely suggest you leave this shithole and work on an actual prototype for gameplay. You can spend weeks toying overthinking design shit that could've been spent developing your game, not to mention the genuine retards >>1018125 who browse /3/ and literally regurgitate whatever slop memes they think sounded smart or cool.
>>
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>>1018859
Appreciate the input. I really should be a little more cautious with texture sizes and stuff but honestly there will never be more than 10 characters max in an area and the areas themselves are small so I don't think it will really be an issue.

Most of the gameplay and a working prototype was already done before I started making characters/levels. I have a full time job so whenever I'm not working I'm usually making progress in some way or another.

I like posting here and hearing people's opinions regardless of what they say.

File: Alice.webm (1.04 MB, 512x512)
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>>992897
4 replies and 1 image omitted. Click here to view.
>>
>>1017987
I'll try pushing it back a bit, thanks!
>>
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Now she has underwear so I can show the rest of her without offending anyone.
>>
>>1017914
>>1017964
cheesed to meet you
>>
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>>1018377
The cheesure is all mine.

I'm working on her clothes now.
>>
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Still modeling the clothes/shoes, but now I took a break to try learning how to rig the dress.

File: 3dlowpoly.png (384 KB, 734x840)
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Alright started my very first lowpoly character trying to use techniques here
>>1017490

How fucked is it?
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>>
>>1017854
he looks normal
>>
>>1018467
Man that takes me back. Reminds me of the old Halo Editing Kit tutorials.
>>1018485
I don't think anyone uses these programs for efficiency. I think it's more fun than anything. If they are using it thinking it is more efficient/easier to make "retro" stuff, then yeah, that's retarded. But I suspect most are doing this for fun more than anything else.
>>
>>1017854
Proportions feel a bit awkward, but it looks good overall, especially for a "very first" attempt. Not bad.
>>
>>1017854
Hands, feet too small. Otherwise looks great for warcraft 3 for example. Fix and texture it.
>>
>>1018629
alright gonna fix it

.
3 replies omitted. Click here to view.
>>
>>1018764
it looks to be... 7 years old, how time flies, what have I been doing with my life
https://youtu.be/kbyK_N65YEk
>>
>>1018765
Not a fan of guys like him, Dannymac and Follygon. The slop:passion ratio is way too high in favour of the slop side.
>>
>>1018767
I kinda miss those times when Andrew Price was the main man when it came to Blender tutorials. Newfags to Blender don't realize how instrumental his autism was in the early days when it came to its exposure and even motivated professionals and talent to try it out. Before fousing on other things, he's had interesting intellectual discussion's beyond 3dcg that you don't get from industry fags and slop tutorials despite being more talented than him in 3d.
>>
>>1018767
>Dannymac and Follygon
Yansculpt and those guys have a cringe sculpting style
>>
>>1018770
I find the style cringe because they don't bother pushing it to higher heights

File: AI-to-3d-model.jpg (549 KB, 3317x2043)
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it's over
fuck this timeline
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>>
What's the point?
>Chess bot happened
People still play chess professionally.
>Processed food happened
People still eat handmade food
>Computers happened
Mathematicians are still eating good
>Painting happened
Writers are still eating good
>Animation happened
Artists are still eating good
>3D happened
2D artists are still eating good
>Interactive Video games happened
Movie makers are still eating good

Comment too long. Click here to view the full text.
>>
>>1018716
>People who think AI will make them obsolete are the same people who think capitalism is inherently evil, and communism is the solution.
schizo bootlicker babble
anyway, you can't just shut down your brain and excuse yourself from thinking critically about new developments
>You either evolve as an artist to beat AI slop
any decent artist can "beat" AI slop
the problem is that the market doesn't care
things don't necessarily get better
progress isn't inevitable
the only metric that matters is profit
shoes made by hand for the exact measurements of your feet by an italian shoemaker with 30 years of experience who took over his centennial family business are better than bangladeshi child labor slop, yet people have mostly abandoned their family trades and children in bangladesh are still being worked to death to help feed their families, if it makes it easier for you to reason about it
>>
>>1018716
An apples to apples comparison would be machines replacing the jobs of workers in a factory. Where the need for a human is entirely replaced in an equasion.
You've just compared a bunch of things that don't produce the same end product
>>
>>1018798
Yes comparing art to factory work is exactly the equivalence to make
>>
>>1018804
Comparing a human being replaced by a machine to a human being replaced by a machine.
Guess you're just not smart enough to understand, that's fine.

How would you make this in 3D?
7 replies and 1 image omitted. Click here to view.
>>
>>1018583
>this only sucks because I cba to care
Well I'm certainly not going to blame Houdini for your absence of work ethic
Sauce goes on top, it's generated from a shader, the usual amount of olive oil in it gives it high specularity, your shader accounts for minced meat bits and projects accordingly in the displacement, parm is not a fucking salt shaker
Pasta is a path/paths conforming to the bowl with a measure of actual translucency as well as SSS but not flattening under its own weight like vinyl electrical cords, it absolutely is not winding around the bowl's perimeter from the inside out…
You could have spared everyone by saying "I don't know but here's my cracked copy of Houdini I barely understand"
Food is HARD to model. A slice of buttered toast is dead easy to half-ass but nightmarish to look realistic (because bread's mostly holes).
>>
>>1018572
>>
>>1018572
physics drop colliding spaghetti strands into a bowl
manually place the ones on top to look good
model a blob of spaghetti sauce, use geonodes or something to add different kinds of chunkiness + create some masks of the chunky areas to use when texturing
project or stencil paint some non-chunky tomato sauce onto the blob and use the mask to add a meat texture to the chunky parts
alternatively just 3d scan a bowl of spaghetti
>>
>>1018572
3d scan it
>>
>>1018780
This is the best

File: one car challenge.jpg (1.69 MB, 1170x1665)
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We're halfway through the deadline, but are any of you going to partake of the One Car Challenge?
https://3dmodels.org/one-car-challenge/
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>>
>>1016999
Checked.
>>
>>1016944
they could pump up the price a lil' c'mon now
>>
>>1017251
highly doubt your work deserves half the 3rd place money
>>
>>1016944
just short of barely 30 days left, junior brothers.
keep working hard and create something beautiful
competition ain't that hard https://3dmodels.org/challenges/one-car-gallery/
>>
you making progress bros?
time almost up

File: images.jpg (7 KB, 225x225)
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>some guy wants someone to help fix his model
>dudes been whining about it for days
>decide to volunteer
>he sends the model to me
>mesh is very broken
>tons of unessessary vertices and faces
>merge and delete some
>fix the normals so the lighting on it isnt fucked
>retexture and fix the UVs
>send it back to him
>"does this look better?"
>"uh... I dont see a difference, how about next time just let me do it myself"
I fucking hate people
3 replies omitted. Click here to view.
>>
>>1018729
https://www.youtube.com/watch?v=1ej6Lia6W1o
>>
>>1018729
An important lesson about providing work for free
>>
>>1018729
>I fucking hate people
Me too, but I wish I didn't because I can't do everything by myself
I guess I have to find the right people, somehow
>>
>>1018729
This is why you don't trust randoms on the internet. But you have a good heart. Protect it.
>I fucking hate people
well you're a people too and you're nice and you're not SO fucking special so it's safe to assume there are other nice people out there.
>>
>>1018729
I know why you did it for free and that's validation. Don't dude, these people will pump and dump you, if you got the skills make them pay for them, the person you spoke to in particular sounds underage, lots of little young shits around, those are the worst

File: cocc.png (1.41 MB, 1289x1070)
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>link folder with 2000 sbsar files into library in Substance Designer
Works fine
>link folder with 2000 sbsar files into library in Substance Painter
It shits itself, long loading times at every start up

What's the fucking deal with that? Aren't they supposed to work similarly?
How do you anons manage local Painter resources?
>>
>>1018668
i just import the sbsaar files i need for the project due to this reason. i usually only need a few anyways.
>>
>>1018719
Yeah, same. But downloading locally collection of sbsar files in case Adobejews change something. Any nice method to browse sbsar files?
Also turns out Designer also works slow with 2000 sbsars :^)
>>
>SBSAAR, DO NOT IMPORT !!! SBASAAAAAAAAAAAR

File: icd9-1.webm (3.96 MB, 1892x1236)
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First attempt at rigging my first character...it's NOT looking good bros
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>>
the animation just keeps gettring worse kek
>>
>>1004618
https://www.youtube.com/shorts/YmoqF1csi_A
>>
>>1004617
>>
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>>1017876
i think i've gotten better :D
>>1018224
haha
>>
>>1004617
That's pretty good for a first attempt.
Your 10th attempt will be way better. Keep it up anon. Do it again and again and again.

File: 2ljdamic2zm61.png (1.99 MB, 1470x919)
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Post vintage/retro-styled renders and animations.
Pre-rendered, game graphics, whatever you got.
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>>
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>>1018747
>>
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>>1018748
>>
>>1018749
>>
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>>1018750
>>
All these shniggers want the latest GPU. Hey shnigger! As long as the graphic is representative of what is being represented who cares!? It is easier on the eyes and mind to look at something like >>998985 or >>998677 when you play the latest FPS games you have to discern 0.1 value of opacity in a high poly bush that takes up 1/50th of your screen, all in less than 1 second to not lose the game, what is the fun in that? Tis' HEROIN you drug abusing SHNIGGER! I'm just baffled new games are not mostly made in vintage graphics.

File: images (5).png (2 KB, 256x256)
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a thread for discussion about shaders. show off, post exaples from others,your own node setups,code,tips,questions,etc.
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>>
>>1018699
So PBR has more to do with the rendering equation used to shade an object than the material definition itself.
>you can share materials from one to the other and it'll look the same
Is this why most Unreal games look alike these days?
>>
>>1018700
The material definition is the equation plus parameters. Same parameters with a different equation would result in a different material.

As for UE, not quite. Pre-PBR UE versions, or id tech versions or gamebryo or whatever, already had distinctive looks. You'd recognize am UE3 game from miles away usually, or a quake 2 engine game and so on. It's got more to do with the nature of a middleware engine, the goal of which is to provide a ready made toolbox. If you want it to look distinctive, ljke say Guilty Gear Xrd that looks unlike any other UE3 game, you're gonna have to put some elbow grease into it, and it might be pretty expensive.
>>
>>1004856
OP looks gorgeous, how do you get it?
>>
Complete shader retard here, can I replicate this using flat materials in unreal or do I need to use vertex colors?
>>
>>1018727
https://wabbaboy.dev/Blog/FlyKnight-Shaders.html

forgot link ;)

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whats some reliable means to animate things from walking cycle, loops, idle and scenes
basically calculating physics to get the exact spacing in frames or pose to pose?
>>
what?
>>
>>1018686
You're basically asking for a full unity-style character controller so you're gonna need scripting, either homemade or from gumroad or something.

That being said, for just matching a run cycle this is a start:
https://www.youtube.com/watch?v=MXHW8nAURms

File: 20250522113601.jpg (97 KB, 1034x741)
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What do you think of this shoe model I made?
4 replies omitted. Click here to view.
>>
>>1012614
Needs more orange, not enough orange
>>
File: 113millionpolys.png (78 KB, 1220x725)
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>>1017488
like this?
>>
>>1012614
Decimate to 0.1 and ship it
You'll be doing it better than Square Enix Jeets at that moment
>>
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>>1012614
did you remember to model each individual molecule?
>>
>>1012614
It's game ready
>>1018676
KEK


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