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what is the best image to 3d AI out there? something good for a starting mesh to sculpt on.
>>
>>1026915
>>1025537
Or your own butt

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The idea is to make simple games with them : )
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>>
I love this thread
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>>1017543
make her titties hyper-realistic with leaking milk that you can drink from otherwise im not buying ur fucking game
>>
>>1026592
Joking aside, creating a lowpoly character that looks anatomically attractive seems like a good challenge to me. I think I’ll work on that today :)
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Experimenting with a new UV mapping system.
I also fixed the texture bleeding problem.
>>
How do i make triangles like you do?

what the fuck happened to the community of DAZ3D?

Stop pretending that Genesis 9 is better.
Stop pretending that new clothing has good quality.
Genesis 8 was superior, the clothing also had a higher quality.
the clothing and assets also keep worse now in the genesis 9 era.
what the fuck actually happened?
Genesis 8 was the peak of the DAZ3D community.
And all the good asset creators have stopped uploading.
Genuinely we need to return to Genesis 8.
Bring back the great asset makers,
remove all the pedo catering vendors from both Renderhub and DAZ3D.
Sick and tired of pretending this community is in good shape.
Renderosity is also pretty much dead.


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>>
>>1026848
Surprised it isn't just
>using DAZ in 2026

The software's been shit for decades, why bother with it when Maya, Blender and C4D exist?
>>
>>1026854
It's for people who don't want to model or rig themselves
>>
shouldn't have pirated all of it you dumb chud.

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Any eye rig setups that address the issue of clipping once the cornea goes too far to a side?
https://files.catbox.moe/0yac70.webm
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>>1023848
How would you model the eye to prevent facial clipping from the side while looking good from the front?
Since it’s just a disc, once it moves enough to the side, it’ll naturally collide with the face in such a way that will look bad from the side unless shrinked/deformed in some way, I’m not sure of any other solution
I don’t know how weighting the iris’ inside and outside different would solve the problem, since it’s only the outside that’s the issue
The pose library idea is probably the most realistic
>>
>>1023848
>>1023854
Stop being lazy and rig like normal instead of over relying on a dumb PC to randomly add weights.
>>
>>1023854
Arcsys eyes for example are modeled with diagonal irises, simple as that. Looks good from the front and side.
>>
you can just use a shrinkwrap modifier. and make the iris/pupil mesh a separate object with a shrinkwrap constraint on the object itself, pinned to the eyeball mesh. to keep it from floating away from the eye. and then parenting the iris/pupil meshes to bones. align the normal of the bone to point directly away from the eyeball mesh and then put another shrinkwrap constraint on the bone. i can demonstrate the effect if you need.
this stacking of shrinkwrap modifiers and shrinkwrap constraints allows for any shape of iris/pupil onto any shape eyeball/sclera smoothly and without using blendshapes.
but of course, this will only work inside of blender though, and isnt exportable.

The pupil should be shrinkwrapped to the iris. and the iris shouldbe shrinkwrapped to the sclera. and each mesh should have enough geometry
Set shrinkwrap modifier to Nearest Surface Point and Above Surface with a very very very tiny offset to avoid Z fighting.
>>
>>1023916
This is working pretty well!

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I'm making a game in Godot Engine and so far I made these two models. What do you think?
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>>1026704
Because OP likes naked little boys presumably
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>>1026690
looks like the opening of breath of Fire IV
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>>1026690
Maggie?
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>>1026732
As expected of country vegetables.
>>
>>1026694
>>1026704
It is AI, as OP refuses to create anything. The only thing he does on this site is broadcast his fetish for nude males (which may or may not be accompanied by clothed females). We've been dealing with him on /ic/ for a while. For example:
>>/ic/7757926
>>/ic/7247650
>>/ic/7330459
>>/ic/7189052
(None of these are his own creations, mind you.) It's odd seeing him on /3/. I didn't know he escaped containment.

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Does anyone know how I can remove the anti-aliasing from those ugly edges?
I use them for lowpoly PS1/N64 style models, but since I hate those black things it makes the model look really ugly, and it's about the hair and I haven't been able to find a solution to the truth.
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>>1026816
I mean to invest it.
Sorry, I'm using translator.
>>
>>1026813
Edit mode manually mark the edge as sharp
Also check the normals
>>
>>1026818
>>1026817
I'm not sure what "Invest" means.
>>
>>1026825
He probably means "invert"
>>
>>1026827
Ah, that makes sense.

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>cloth physics simulation feels like RNG on whether you get nice folds and wrinkles or the mesh fucking explodes and melts
>closest i get is using the sculpt brush to push and pull before but its still looks far from natural
i dont know if its just a skill issue on my end or if im not using the right settings but its pissing me off
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>>
>>1026776
>marvelous designer
im doing everything except textures in blender as im hesitant to shell out money on specialized programs while still being new.
>>1026777
i usually do that with but sometimes shirts or tight pants come off as being vacuumed sealed onto the character depending on the pose. at the very least i just want to get good looking folds and wrinkles that i can bake onto lower poly models so it doesnt look shrink-wrapped onto the model.
>>
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>>1026778
>shell out money
Did anyone ever suggest that?
>>
>>1026773
holy shit it's ridge racer
>>
>>1026779
This. Pirate marvelous designer. Many professional 3d artists use it for games
Make clothing in MD and hard parts in Blender
>>
>>1026773
If you are having trouble making folds you need to learn which folds belong in certain places and depending on how tough the material is will change how you want to make those folds. For example folds on a silk robe will look different compared to a leather jacket. this guy has a course on folds but he also explains it in this video. https://www.youtube.com/watch?v=B6I7AQl-9Hk&t=2177s

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how do i achieve this?
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>>1026769
Effort, like the kind you didn't put into your post
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>>1026770
no I mean how do I get big like Jumbo Josh?

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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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>>
>>1024080

See here for the link
>>1001982
>>
>>995160
I loved this game
>>
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this is 360 but started on PS2.
>>
>>1010943
PS2 had 50GB/s bandwidth and 1.2 Gt/s texel rate. As long as it was using low-res textures it could draw a lot of them per frame.
>>
>>1026750
It also had an entire extra set of channel information for transparency quality, effectively 16-bit transparency rather than the usual 8bit that you see as the norm ever since. It means that aside from being able to swap data at ridiculous speeds, they also use less processing on transparency effects as a whole.

It's also why so many ports of PS2 games have looked... off. Newer ports are handling it better (what they're doing differently i'm not sure) but older ones such as the Silent Hill PS3 collection and the older PC DMC collection got absolutely fucked by these problems..

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home...
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Crazy that lolige are going "mainstream" after being posted to ATF (then tiktok). First DoL, then hummingbird. What's next?
>>
>>1022283
most of the games on atf are pretty shit and amateurish desu. dare i say even cris' work looks better.

but this game however, stands out for being artistically and aesthetically great for a solo dev as far as /3/ is concerned, even tho it is technically unfinished.

cant show much of the game here tho. the op is a subtle bait.
>>
>>1017727
link to gaym?
>>
>>1022283
Unteralterbach has been making the rounds on tiktok with zoomer artists making their own OCs
>>
>>1017727
so, atf is kill soon. where can i get updates for the gaym?

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Hey, I'm working on a project and I have no skills in modelling and rigging/animation. For now I'm using placeholders from free models around the internet. I think there's some amazing stuff for free like some dude that did 500ish really well done fireams that I'll probably be using for weapons. There are some 3d models I like with some basic rigging but I'll need to actually find someone to animate stuff like reloads and etc.

Models should be pretty simple like stuff you would find on poly.pizza. If you guys have recommendations of sites with rigged and animated 3d models/pack I'd appreciate too, even if they are paid. From what I've found they have a LOT of shovelware and their search engine is awful, most times I want low poly models I get results with stuff with many thousands of tris.

I'm also accepting suggestion of artists (that do both models and rigging) because at the end I'll need them for enemies at least anyways
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>>1026672
OP you're built pretty nice for my BWC with that blonde hair and wet smirk. We could work together, heh.
>>
>>1026672
If you question isn't about furthering or sharing your own growth in the craft of 3dcg you're on the wrong board.
>>
>>1026725
Timmy...

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Trying to use RenderDoc to dump some Sketchfab models via Chrome. Every time I try to inject into the process, it just spawns new child processes infinitely and the capture never triggers.
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>>1026718
Do it via firefox instead

I've finished the donut tutorial. What's next for me? How do I start making money?
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>>1024277
>How do I start making money?
start selling your asshole because your not making money in 3d
>>
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>>1024277
time for latexmaxxing for true money making for 3DPRON, or hope to god you don't mind working miwage for outsourced peanuts
>>
>>1024277
(also more realistically, make assets like scenes, nodes, objects etc.. people will pay for that, but then again flipnormals is shutting down so IDK how profitable it truly is)
>>
>>1026707
how exactly do you make money from porn?
you just put your portfolio with anonymous profile out there and hope someone decides to commission you?
>>
>>1026714
Depends on what you want to do, People make animations, still 3D Stills. if you tap into niche kinks that can draw people in as well. You have to at least build an audience before you'd get commissions unless you create stuff out of the get-go that people want commissioned, there is also the route of patreon/substar but lately that's been iffy, it's a good tip jar but if you want big money on there you'd have to basically be a content mill with decent quality work constantly or people will stop donating.

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Is even possible to create these pictures using 3D in blender?
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>>1019805
You talk like an redditor, faggot gayboy
>>
>>1012324
Background is just a gradient though
>>
One thing that cracks me up is they used 3d animation for part of the first trailer for Sengoku Rance but it was only war banners so they wouldn't have to animate any character
>>
>>1012229
You know this is 2D, right?
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>>1026687
At the same time both those characters have been made into a bunch of figures, so it can't be unfeasible.

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Do you deform 3d model to get the expression you want?
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>>1025570
No you just make a shapekey lol
>>
>>1025587
>What they really want is something that calculates the angle difference between where the eyeballs are pointing, and the camera, and squeeze the pupil/iris
Lol no, OP's animation is just classical hand keying of bones, that's Choko_Ikarashi's whole thing.
>>
>>1025595
>>1025595
shapekeys/blendshapes and drivers are completely foreign concepts to the skinwalkers and kitbash hobbyists that swing by here begging for game rips
>>
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>>1023483
>basically you won't find a fixed setup that looks great from all angles, anime faces just don't work like that in 3d.
DJTHED's pony models (for blender) do this. It works using a simple script/algorithm. The angle of the (pony's) snout and its position on the head changes relative to the camera angle that blender's camera is viewing the model from.
Same with the eyes.
It does this because in order to replicate an effect like that which is seen on the show, certain angles need to be "formatted" onto the body/face shape, formatting impossible otherwise without actually disfiguring/demorphing the model.
And so it does this to attain a show-accurate look in 3D.
As of Dec. 3, 2019, it is free (all the models).
You can try it out here:
>https://drive.google.com/drive/folders/1285RzgZBvtUV43-ccJh0luJl7seBCq30
>Documentation:
https://docs.google.com/document/d/1JM-tfHCUJt7VaADMpAcSnVm7l9xdpebEuKPjjBHhOXc/edit#
Maybe it will help you in building some automation/3D-facial-disfiguring tools in your own software/workflow.
>>
is it possible to drive this using camera angles in a videogame


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