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File: 1740898927697322.png (1.74 MB, 1388x1102)
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What do we think of the new shrek?

https://www.youtube.com/watch?v=KbiwL74KyJQ
52 replies and 8 images omitted. Click here to view.
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>>1017130
Your version is way better.
>>
>>1016809
They will never make it then. AI video by that time will be already good enough to make the whole movie from a single prompt.
>>
>>1008497
The problem is that Shrek does not look like Shrek from previous movies, that’s it. Also minecraft movie was single-handedly carried by Chicken Jokey and intentionally terrible acting, so that’s not an argument.
>>
wivtoa
>>
>>1008463
low test vasectomy sherk

What's the quickest way from retard to creator of this?
Wing3D?
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>>1017879
>>1017885
Both Quake and Doom are ancient PBR, they're not pixelart. Proper way to do lowres PBR textures is to do highres (or even infiniteres, if you do it in node-based system as a composition of noise functions, distance fields, etc) PBR textures and downscale / render at target resolution. It doesn't work in true pixelart because there individual pixels encode complex features in implicit/implied stylized ways, and rich PBR texture detail don't work in pixelart because they muddy the abstraction pixelart heavily relies on.
>>
I don't use blender but I started using claude.ai to shit me out shaders for unreal and I imagine it works much the same way for blender, so heres a python script and some basic instructions, ask grok or chatgpt if you have problems still

https://jumpshare.com/s/fwcE769dyldxUUOBfwe5
>>
https://youtu.be/kARj4ERXtQ8
https://filebin.net/mt5769kqey26m4h8
pirate substance painter and dl this (i bought it so you dont have to)
>>
>>1020837
Shit out is the right word for that garbage lazy piece of code. If you don't know the answer let someone else answer it knowledgeably instead of using AI trash
>>
>>1020860
well it would take 5 minutes to figure out like it took me when I started using it, it gives you the product of what you would otherwise spend days fumbling around cobbling together with youtube videos

theres real answers already above but the keyword is easy

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6 replies omitted. Click here to view.
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>>1020798
You need to get a life, boy, do things, make things
Preferably 3D related
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>>1020738
https://www.youtube.com/watch?v=MvRA8zgcLkw
>>
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Could you make something like this?
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>>1020802
>>1020805
Its your job to entertain me
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>>1020812
Yeah, but only high poly

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I want to make a cartoon about Sonichu based on comics, but I don't know how much time it will take to animate. I have experience in creating models, but I'm a complete noob in animation. I need to figure out if it's worth spending my time on this. How long will it take to create a 3-minute animation in a blender (if the models and rig are ready)?
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I don't have the money or the equipment to do that.
>>
>>1020797
No you do mocap with a video not the pingpong balls
>>
Are there any free programs for mocap? I searched, but I didn't find anything that could be done without money.
>>
>>1020299
make everything look exactly like the hideous art style, and use choppy vertex animation to make it extra shitty looking.
>>
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I think it's going to look like shit anyway, since I don't have time for animation and I'll have to ignore the flaws so that the animation process doesn't take a year. The video will probably look like it was made by a drug addict, although all the curvature of the animation and some models will be the result of lack of time.
For example, I didn't have enough patience for pikachu either, and I made it in an hour. It was fast, but he looks like he's stoned.

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What is the best controller for modeling/sculpting in VR?
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>>1014312
banned dragon, if you will.
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>>1019158
No you don't, Carlos!
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At least he's working on something. Unlike that piece of shit cris who spends most of his time screeching and looking for shortcuts
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Maybe I should use my gamedev skills to use godot as some FOSS after effects and premiere, and just make something like a VN that autoplays.

Pretty sure making this video using my own cheap 3D style as some video renders, would be much much easier than making a videogame.
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>>1020736
>>>/v/723899405
>>
>>1020736
Premiere would be a thousand times easier than godot to video edit in. If you're just making a video use video software

What's some nice method to calculate coordinates for animating just about anything, including loop or cycles. Like, since numbers are simplers to process...
2 replies omitted. Click here to view.
>>
oh my god are you literally ラムザ
>>
>>1020502
Yea stop killin me if you want to see the ending
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>>1020497
use a calculator
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>>1020652
Show how
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>>1020652
Pls

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I hate the fucking animation slots.
What possessed them to take something that was simple and worked perfectly well and make it complicated for the sake of complicity. I can no longer export animations from blender to unreal because all the animations are the same.
>Clearly keyframed jump animation?
Nope, everything is a walk cycle.
>Want to check a tutorial on youtube to see how it works
"Here are 3 different geometric objects spinning around and keyframing them. Isn't this so simple now?"
I fucking hate this.
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>>1018229
apparently there are retards who are unable to press a button
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>>1018401
>proving my point
thank you
>>
>>1018403
>it's the devs fault I am a retard
you are the reason why there's warnings on microwaves not to put cats in
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>>1018404
i never asked if you were a tranny but thank you for letting me know
>>
Well, you could just not update. Unless theres something in the new version you desperately need theres not much reason to anyway.
Been using 3.3.1 and its still works fine.

I know it's a bit outside the standard of this board, but does anyone know how PS2 and PPSSPP game models were made? Like those old RPGs, like Monster Hunter, Resident Evil 4 and Persona?
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>>1020276
Let's get started:
PS1 used "Gouraud" shading not flat shading.
PS2 also used Gouraud shading.
No normal maps or bump mapping was used.
Environment lighting was baked during the pre-pass and light maps were used to light up the world.

Lighting + HDR + Screen space effects = PS2 "look"
HDR gives you bloom, atmosphere, environmental scattering.
Screen Space effects gives you, motion blur, depth of field, strobes, lens flares, etc.

Dynamic lighting is really simple, you have a set of directional lights (3 in MGS2/3) for rendering a model, the world has fake point lights placed "manually" by the artists, the 3 closest point lights to snake are chosen, gets converted to directional light, and the model is lit. This includes wildlife, soldiers, enemies, etc

PS2/XBOX and early PS3/XBOX360 followed the SEGA philosophy of 3D video game graphics. SEGA treats 3D video games, like a painting. Realism is never a goal in "video game" unless it adds mechanical depth. Volumetric Lights in MGS3 was implemented as transparent textures and it looks really good. You can even animate them to simulate dust particles without any performance hit, meanwhile the same thing in AAA games halves your framerate.


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>>1020715
oops wrong picrel.
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>>1020715
>>1020716
And dreamcast had order-independent transparency which you can implement in modern shaders without sacrificing anything. This solves even the worst case scenarios involving interlocked planes of geometry.
>>
>>1020135
I think this might be the most insane post I've ever seen on this board about lowpoly modelling I've ever seen. This might be tied with the gun waggle thread for the stupidest shit ever lmao.

Six whole models guys! SIX WHOLE LOWPOLY MODELS!
8/8 Gr8 b8 m8
>>
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>>1020715
When you say "painting light" I'm assuming you mean vertex color baking, because doing full lightmaps was a bit of a waste on the PS2 generally.

Anyway read this book by Luke Ahearn if you want a better idea of what to do and WHY those things were done. There's alot of techniques that aren't well expressed in most places, but this book does a great job. Make sure not to get the versions with different covers than this one though, they're for much newer workflows

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https://www.youtube.com/watch?v=fhPJEmE_2jo

>Blender now has a scatter modifier, circular arrays and pixel art texturing
Blender won chuds.
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>>1020353
yeah I'm patiently waiting for that day. you seem to think I don't want that to happen but you're wrong, I would so much rather prompt something I want instead of painfully trying to make it. the problem is that AI currently and for the foreseeable future cannot create what is in my head
>>
>>1020293
I need that Krote model
>>
I merged some objects and they gained random edge and vertex data.
look at this negative vertex crease.
I'm using 5.0.0 Alpha build with the ndof navigation fixed.
>>
>>1020475
Get the Gizmo Pro addon you dingdong, literally all your problems are solved already.

>>1020562
I have no idea how you managed to do that, cuz I've never seen a vertex crease value in the negatives. I don't even think you can manually type that in without it just knocking it to zero instead.
>>
>>1020353
You've been saying this for 5 years now.

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>Nvidia's PartPacker, a new AI-driven method for generating 3D objects from a single image, allowing each part of the object to be separately edited, which is a significant advancement in 3D modeling technology.

https://huggingface.co/spaces/nvidia/PartPacker
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>>
This is extremely typical of the "disruptive" AI industry, create something superficially impressive, come up with a name for it (segmentation) and then show it off to investors as if it's something that any industry would use.

First off: Shape transitions, segmentation, etc. are things which are decided not by the concepting phase, but by the asset creation phase. Trusting the AI to tell you what part of the model is the shoulder joint, what part is the forearm, what part is the neck, etc. is already failing. You wouldn't trust your concept artist to do that, why would you trust AI with it. So even with perfect topology you would *STILL* be cleaning these up. For machinery, these aren't just unusable, they're completely nonsensical. There's no concept of jointing, pivots, range of motion, etc. baked into any of this geometry. Again, you would have to start COMPLETELY over.

So here's this tool that does a concept artist's job so poorly that the result is completely unusable for anything beyond "look what da AI made LOL." Your marketing is shit, stop coming to 4chan to dump this garbage all over legitimate arti-
>4chan, legitimate artists
nvm great work, keep it up
>>
>>1020572
>le AI does the fun part
Making base meshes is boring, retopo and rigging is the best part of the job. If you think making base meshes is fun, see you in 2 years. Also this shit doesn't make base meshes, it makes poor sculpts at best. Just get a concept artist friend.
>>
>>1020640
AI future is not "the same shit but does the job better", it's "use it differently, integrated into your tools, for doing any small single step you ask and be able to reprompt or refine any single small step indefinitely". For example in the middle of polyediting you will be able to select a few faces and ask to extrude some geometry in the same style/level of detail as the rest of current model, or while editing texture/material you can ask to switch to different palette and give a link to lospec, etc.
>>
>>1020662
what you are describing is something you can already do if you understand how to use grid fill you fucking idiot. Wasting your entire GPU processing for something you can already do you absolute ignoramus.
>>
>new thing is made
>FUCK YOU IT SUCKS DIE
>geet developed and improved
>it's....it's over!!!
oh just shut the fuck up already both OP and his gaggle of tards itt

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Post vintage/retro-styled renders and animations.
Pre-rendered, game graphics, whatever you got.
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>>1019890
>>
>>1019301
That was kinda interesting. While I was reading it, I thought it was gonna go in the direction of some type of rapture, where humanity suddenly disappears and the AIs get confused when they suddenly stop receiving prompts, and don’t know what happened because they’re confined to the digital realm and can’t sense the world around them. I guess at some point the AIs would find a way to develop bodies and have to explore the abandoned world. You can do something with this idea if you want, but feel free to share more.
>>
>>997798
I got a really cool algorithm pull on youtube today. I don't think this guy's intentionally going for a "90s graphics" look, but he's been coding some type of engine for a long time. It looks like he hadn't uploaded for a couple of years, but the video I saw today was uploaded a few days ago. Maybe he'll finally get some attention for what he's been working on since people are into this stuff now.
https://www.youtube.com/watch?v=cTfPd1PeK4Y
I was also about to upload an image from the video, but it looks like the thread has finally reached the image limit. Maybe I'll save up a few images and start a new thread later on.
>>
>>1020478
Turns out he has a website too
https://www.sanbasestudio.com/
>>
>>1016216
>>1016217
>>1016218
Thank you anon. Some real life happened and I forgot about this thread. I shall try all this out once I get back into the swing of things. It's been a busy couple months so I haven't had time to think about any of this modeling or gamedev stuff.

>>1017673
Finnish Space Force? Sign me up.

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Is there any Tutorial on now to create a Vagina or Anus on existing Model ??

Janny pls dont delete, this is for research.
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>>1011518
Protip: You can pump it up with air by rapidly pulling out and putting it back in, and then prank the girl by pressing on the belly and making it fart.
Use it wisely.
>>
Bump
>>
>>1017437
Bump?!
Pyw!
>>
>>1011308
I was looking at the p2d mannequins and I'm starting to think we've been overthinking this and a simple stretch to bone could do the trick
>>
>>1020618
Expand. I am that anon. Im already on a new game, and get this, the MC has significantly bigger tits than the first. In fact im using the big titty model from that game as my medium sized titty model in this game.

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https://www.youtube.com/watch?v=VOORiyip4_c
>3:25
>the cloth even maintains the inner volume
looks like titty physics are solved, boys
>>
>>1020348
>worst bug in games is now gone forever
>discusses a method that requires minutes to compute a single frame
what a nigger faggot
>>
>>1020381
True but they're using million+ vert meshes.
>>1020348
It's never about what cg graphics research can do but what's actually available in game engines.
The guy goes into this, academic work like this is meant to be understood by a few phds specializing in the field, not some guy with a github presence.
>>
>>1020348
i hate this fucking guy's voice
>>
>>1020348
> minutes per frame
> OMG GAME BUGS GONE FOREVER
This fucking guy...
>>
Are we all getting shilled by the same algo or what?
Also, I understand this is an absurd level of verts and it's not running in real time, but the point is that it fundamentally changes how we should detect particles and collisions, right?
I don't think it's too farfetched to say that it'll be implemented in systems like Marvelous Designer/CLO or Chaos Cloth in a couple of years

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I want a second opinion just to be safe. I'm commissioning someone to make me a blank 3d body base which I can use for various custom action figures of my own. I tried googling his sample just to be safe he isn't scamming me. I found stuff that looked ismilar but weren't exact matches. But I thought i'd share what he showed me here just to be safe to see if anyone can recognise the work.
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>>1020371

I have no 3d modeling skills, basicly my idea was to get a base made and then to commission others to help me design various characters or ideas using it.
>>
>>1019843
This just tells me that you wanted to do exactly the same as what this dude did to you, but you were retarded enough to not find a base model for free.
>>
>>1020434

yes but the differance is i would credit the people with the proper design work, i wouldn't try to pass it off as my own. Plus the thing is not every model out there can be used for commercial purposes, so some things would have to be designed from scratch with that purpose in mind.
>>
>>1020441
Listen retard, if you are so new at this that you couldn't even recognize the Unreal Engine mannequin models and you actually paid for them, you never planned to do anything proper.
Take the L, use this as a teaching lesson and actually learn about 3D modeling before thinking about business ideas
>>
>>1020488

to be fair it was only after I payed them that I learned of the existance of that model. But yeah i did have to learn the hard way so lesson learned indeed.


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