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how the hell do i get the calligraphy line style to work on blender?
been trying to do it but it's not working.
12 replies and 2 images omitted. Click here to view.
>>
>>1017847
If you're doing a lot of custom normals work you probably want to check out https://x.com/AversionReality
He's working on a plugin that makes normal editing much easier, apparently
>>
>>1017846
That’s from MHA an anime series, don’t get your point when people used Blender shaders and completely changed their look.

>>1017839
And you people keep saying stuff that doesn’t exist. Let’s not forget you Americans are the real 3rd world country with zero access to sending mail. No more cheap plastic bags for you basterds.

>>1017847
>I say cartoons have more elements besides looks
>Reference looks
Ya ok, keep believing you’re making cartoons and not add those loony details. I’m sure people will appreciate the lack of body proportion, the facial less of cartoons and the ability to deformed. Keep believing such nonsense.
>>
>>1017850
>>I say cartoons have more elements besides looks
>>Reference looks
My bad, dog.
So what kind of proportions and deformation are Blender not capable of performing? I need an example, because I can't even imagine such a limitation for Blender.
>>
>>1017835
Don't interact with the schizo
>>
>>1017853
I really try not to, but he says the most outlandish things and I can't believe that, well, he really believes what he's saying

Can you guys recommend me some really good YouTube channel that teach us how to make 3d animation. REMEMBER A REALLY REALLY GOOD YOUTUBE CHANNEL THAT TEACH US HOW TO MAKE 3D ANIMATION

Addition : i'm the same guy who make thread that post “Is there a good channel to learn how to make 3d animation and what's the good 3d software animation for beginner”
>>
>>1017841
Why do you talk like a retard? If there's decent reason I'll share the tutorials I've enjoyed.
>>
>>1017844
My bad for talking like a retard there's a reason why i want to learn 3d

1. I want to learn animation cuz i get inspired by a studio animation
2. I want to make a game mod just in case i want to make some mod in some other games like, half life 2 or
3. I learn 3d animation if i go to college And entered the animation department
4. I make learn how to make 3d animation just for fun
>>
>>1017841
You were literally given a url to Maya’s Learning channel that has professionals talking about animation. There is no better source, watch it free now.
https://youtube.com/playlist?list=PL8hZ6hQCGHMUCSPAEMsjfPMF8YDIg4F4V&feature=shared

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I think blender was created to keep the bewannabes from real 3d artist and professional. Real artist use any tool at is disposal.
205 replies and 14 images omitted. Click here to view.
>>
>>1017051
>>1017053
Trusting AI that everyone knows lies to get imaginary points to feel good is not an answer. Being mad at facts and insulting people is not going to help your argument.
>>
>>1013029
>professional engineer
that makes you a professional brick stacker
>>
>>1014293
>something is free and open source
>the people who make it put in the bare minimum of consideration when it comes to making it actually useable

it's like nobody has any respect for digital art and how it has transformed our culture
>>
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>>1015096
>fruity loops
>unableton
Get on my level, kid
>>
>>1015096
huh? did protools get cheaper or something? historically protools was the overpriced bs that everyone thought they had to use. logic is like $200. that's really cheap for a fully featured daw.

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home...
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>>1017727
>>1017736
>>
Toddlercon pedos are the worst depraved pieces of shit ever. I look down on all you shits
>>
>>1017727
is this from a game? looks comfy kino sovl. i want to live in that house.

>>1017801
??? schizo shit?
>>
>>1017727
>tfw the original author went full innawoods schizo and the full game is now free
>>
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>>1017727
>>1017736
>>1017800
>tfw you know

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An amount of disgust and HATE that i never felt before. The amount of sadistic fantasies that i have developped. I never EVER felt this raw revulsion towards something that i have made.

This is my first character model in blender and i have no words to describe how much i want to hurt it.

I want to create and AI for this body, give it emotions just to know that it suffers. I want to torment it, i want to trap it in a house of psychological horror. Just imagining the AI's response to pain, it simulating human emotions of despair and sadness brings me great satisfaction.

I want to punish what my hands have made, i previously made bad art but this is different. I created something that i want to exist just for the purpose of it suffering eternally. I want every artifical fiber of this rot to fry and be reseted to suffer again and again with no comfort and no body to relate to. I want it to know that it's suffering, i want the artifical system to scream in agony with each tearing stimulation on it's vertices.
Anyways, i'll probably adjust some proportions and watch tutorials uwu
5 replies omitted. Click here to view.
>>
>>1017638
fuck!
>>
>>1017638
>donut tutorial
sure... i totally wanted to learn how to make a donut, it's completely integral to my creative vision, unlike making ps2 style human characters or anything, nope, donuts are what's important
>>
>>1017599
Brighten up there sunshine or you are gonna turn into sum kind of corpse face paint tryhard when you grow up.
>>
I mean, it looks fine to me. Geometry is a little fucked on the vertical equator, but I like it. Not flawless, definitely try again, but it's good for a first attempt.

>>1017666
>indian

Fucking EW! You're the reason our world has gone wrong, filth.
>>
>>1017729
Yeah, the donut meme isn't really necessary. I've never done it, never needed to do it. Make what you want. This is art, not a job.

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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.
>>
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Not sure if the post three rule applies here but I'll here's a side shot
>>
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Here's a normal shot of the game.
Appreciate any input.
>>
>>1017680
You got this pic of a face planted onto a head shape, and that head shape becomes super important for how that face appears at different angles. It looks pretty good mostly from the front but starts to fall apart at this 3/4s view.
I've seen this anime face guid refer to "mask face" there's a dip on the outside corner of your eyes the 'zygomatic' bone. If that part doesn't tick in, as the head turns it makes the face less believable.
You want to hyper restrict your polycount I see but this detail is really important. Youll see other low poly models sacrifice details in order to have this detail.
>>
>>1017678
if you want the style to look more authentic to MML, I'd recommend lowering the texture resolution
you can grab the models from here and look at the textures, how they were packed, the color palette size and all that

https://models.spriters-resource.com/playstation/megamanlegends/
and here's a nice somewhat brief write-up on the low poly style: https://www.tumblr.com/spellfist-3d/615902900826390528/guide-to-that-elusive-ps1-pixelated-lowpolybut
>>
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>>1017760
So I did a before, after and after with smaller eyes. I personally think number 2 looks the best.
I kinda just gave him a cheek lift and slightly brought the mouth polygons out a bit more which added the dip effect I think you were talking about.
He almost looks emaciated in the old picture compared.
>>1017787
I appreciate the links, I'm going to retexture at some point. This was my first run at this and I used auto UV maps which made my final result looks a little goofy but now that I understand it I think I'll be able to do a lot better next time. I'm not sure if I'm super concerned with being authentic as far as texture resolution, it was more of a vibe that I was going for rather than PS1 pixel perfect accuracy.

Appreciate the help guys, I'll make sure to keep posting as I go along.

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why are they always hiring?

is it a shitshow to work over there?
1 reply omitted. Click here to view.
>>
>>1017561
Yeah, the whole point of his shorts is just "Look at this cool fact, I bet you didn't know that you didn't know". The whole point of these factoid internet creators is to just give you random facts you would have never thought of searching for.
>>
>>1017559
If they keep recycling artists they never have to give any of them raises
>>
>>1017585
pretty sure microsoft does the same thing with most of their coding staff
>>
How much are they paying?
>>
>>1017772
Can't be a lot, from what I could find Youtube pays out ~100$ per 1-2 million views on Shorts, has to be a literal indian sweatshop, the type of pay you get from this work would only work in 3rd world

Did sfm set back 2010s animators years? (kinda ignore pic)
15 replies and 1 image omitted. Click here to view.
>>
>>1014860
>We are not using stolen assets, we build the stages, we build the sounds, we make the music, the characters are put in effort and we upload it in hopes people see it
post links. youre lying
>You have never been part of 3D art if you’re saying stupid things like stealing assets when our vision of our project requires creating new assets from scratch.
naive and incorrect. the bulk of the 3d animation industry is stealing contracting, and cutting corners. for every big budget feature there are a hundred direct to dvd slop ripoffs for sale in grocery stores all made by mouth breathing monkey people in bangalore.
youre not getting the point.
>genz doesnt care
NO ONE CARES! No one is impressed by your handmade backgrounds almost entirely due to the fact that youve never finished and released your project. and by the time you did ever release your minute long demo reel the aet theives have released 10 one hour long movies.
>>
>>1014631
It definitely taught a lot of bad habits, worst of those being animating arms entirely in IK. The amount of time that takes for even mediocre results could have been used to learn the right way, with better results
>>
>>1014868
I'm hustling, you're just coping, faggot 3rd worlder
>>
>>1014631
Why not just change the camera range rather than making goofy looking models
>>
>>1017723
The rest of the environment and it never looking the way you want it to

Houdini is fun and easy!
Pick up a free apprentice version today:
https://www.sidefx.com/download/
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>>
>>1017061
if your gpu is set as the opencl device edit > preferences > misc, then it should just werk
bear in mind you're not going to see 100% gpu utilisation in most cases. e.g. in regular vellum the gpu is just used for neighbour search i think.

re: some sort of human readable version of the file, i don't think there's anything like that in 'native' houdini. however, if you're in solaris, the human readable usd files basically look like xml file.
sounds like you probably want to enable dependency links in the network view though.

>but depending on which node I have selected inside of a geometry, it shows different stuff.
i'm probably misinterpreting this, but the geo spreadsheet is just showing data on the mesh the node is acting on and reflecting the changes made by the nodes; it isn't like a per-node view or anything like that. it's reflecting data flowing through the network. in sop land these days data exclusively flows down the network and nodes further down don't pass data back up the network (used to happen a bit pre-houdini 16 because of the old copy stamp workflow) so it's pretty easy to follow data flow.

that said, people (like me) will just make giant networks inside a single geo container now instead of actually splitting things up in separate geo containers. then they'll just have a bunch of nulls at the end that get merged to their own sop level containers because rop rendering parms are on those.
these days i just use solaris so i don't even do that and sometimes all my sop work is literally in one geo container.
>>
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aaand we're in
>>
Anyone got a 21 keys(crack) yet?
>>
>>1017664
make sure to read the text file i put in there. if you have windows defender running it'll scream at you repeatedly.

https://files.catbox.moe/88gwpy.zip
>>
>>1017667
No problem, I use a VM when generating. Thanks anon

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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/
10 replies and 1 image omitted. Click here to view.
>>
>>1017109
pyw
>>
>>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/

mathemathically or draftingly speaking, how do you suppose to, redraw an object in another angle, or direction, maybe based on a single ,2d image of said object? basically like turntable but maybe more, back to basic, like in the age of akira or whatnot.
24 replies and 2 images omitted. Click here to view.
>>
can close this thrrad? i ve said what i ve said. enjoy religion maybe, anything is possible. might as wellrevive me from dead instead. by shooting my skull first
>>
>>1017615
>try and fucking read better
Literally opens up the OP with
>mathemathically or draftingly speaking
I gave you the terminology for exactly what you're asking for.
>>
>>1017620
no you didn't. if you're that low iq then you shouldn't be on this board.
>>
>>1017620
>>1017624
hi hows it going im OP
>>
>>1017620
also you never did so this is a bait
>>1017232

what terminology i wonder. link me your comment because i got the book with me too and it aint v special or now

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Okay, so I see there's a lot of shit flinging on this board over these two programs, and the general conclusion is that Maya is better at animation and used in professional pipelines.

Can someone just explain to me in depth what makes Maya a better program for animation than Blender? I understand blender has it's strengths but I'm just curious about the animation angle. What tools does maya have that makes it superior for animation?
39 replies and 1 image omitted. Click here to view.
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>>1017335
Nigga, you just self reported that you're a retard lmao
>>
the only thing i like better about blender is the sculpting in maya is so pointless idk why they even added that crap. now if autodesk had added mudbox functionality to maya, that would be insane, but as it stands maya sculpting sucks and mudbox is unmaintained. i'm not buying zbrush subscription when i had a perpetual license before maxon bought them.
>>
>>1017631
>Doesn't know how sculpting works
Shut up anon, it’s obviously not designed to sculpt. The basic idea is to modify it a little, something that needs fixing or change. Since you couldn’t figure that out, it just means you can’t sculpt anything and making shit up like all you Blender cults do.
>>
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>>1015989
>>
>>1017633
yeah i know ur just supposed to subdivide the shit out of one little patch and sculpt the shit out of it and then maybe remesh it, but what i'm saying is autodesk owns mudbox which is smooth as clay or butter or whatever, and they're not maintaining it, the macos version has some bug with the command key forever, so why not integrate that into maya? if i remember correctly c4d had descent sculpting and that was years before they bought zbrush.

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Post vintage/retro-styled renders and animations.
Pre-rendered, game graphics, whatever you got.
157 replies and 121 images omitted. Click here to view.
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>>1016215
Good eye bro that's exactly what I based it on.
>>
>>1016220
dreamwild
>>
>>1000375
Soul
Also where is it from?
>>
Thanks for the renders, they are very cool and interesting.
>>
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Might as well throw mine into the ring. I'm happy with this one, it really gives off the energy I was going for.

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What do you 3D model for anon senpai?

No this is not a doomer thread telling you to stop doing that, if you're doing it that's great, seriously I'm happy for you, don't let AI niggers tell you otherwise.

Personally, I'm drowning myself in this endeavour because of how cringe the world around us is, there's a deep sense of dissatisfaction with the way things are in general (personal life, entertainment, job market, the internet) that I prefer retreating into my own little lala land instead. Too weird to be around normal people, and too normal to be around the modern internet-going crowd: everytime I see some cocksucker repeat the same trite fucking meme like they're a human bot or someone post AI dogshit I'm this close to getting an aneurism, I'm not even 30 and I already feel so far behind modern trends nor do I have any desire to engage with them. It's a state of limbo, it's not terrible but not great either, a comfortable dissatisfaction.
3 replies and 1 image omitted. Click here to view.
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>>1017019
fun easily entered hobby which is rewarding and has near infinite stuff to learn, combines technical autism scratching with artistic concepts
naturally i use these skills to make porn
>>
>>1017084
hire me
>>
im an 3d artist and do a beta content restoration mod for a game with an programmer which is somewhat well known and covered by journalists. i've created multiple characters and infrastructure, props and devices, weapons, tons of level design and the stuff. i want to get it out this year after 2 years development.
>>
>>1017019
I've been getting started in Blender for the shit of it. I do more illustrations and animations, but it's something I ought to do more of. I'm proceeding through tutorials and I'm happy with blindly following along.
>I prefer retreating into my own little lala land instead. Too weird to be around normal people, and too normal to be around the modern internet-going crowd
I'm in the same boat. If you want to chat come to #lolwut on rizon.
>>
>>1017019
Sculpting is fun, and it's something I have an affinity for
I can't say the same for most things in life

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Anyone using Marvelous Designer here can tell me why my clothing looks kind of ass?

I was following a tutorial but it turned out quite different somehow. I am using the trial version if that could be the reason?
>>
there's a lot of ass things happening in that picture, anon. what particular type of ass as you concerned with?
first thing that jumps out thoever is the (lack of) mesh resolution. if that's what's bothering you you can either:
1. change this in marvelous. i think it's called particle distance in the fabric properties. this will slow your sim down, but you'll get more detailed results
2. subdivide after the sim is done and then fake detail with textures / do an additional sculpt pass and bake down your details.
>>
>>1017656
Adjusting particle distance seems to work, cheers.

Just for reference though, where is the subdivision option..? Can't seem to find it.
>>
>>1017658
>where is the subdivision option
you'd do that after exporting the mesh from marvelous to something like blender or houdini
i barely know my way around marvelous tho so i don't know if they added post-sim processing
>>
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>>1017659
Ahh okay, seems like they didn't
>>
>>1017660
i'd encourage you to export to where ever you're sending it to and do a bit of post-processing and see how far you can take a low resolution mesh.
subdivide the mesh, add some basic cloth textures and then for those hard to get out wrinkles you can use crumpled paper textures as bump/normal maps.

easy to just crank up resolution in marvelous, but sometimes you don't need it and you'll never get the super fine detail in sim anyway.

glhf.


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