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Vintage and OC is welcome

Previous thread: >>1021812
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>>1026280
Probably not the most interesting find as far as the actual renders go, but they do have a nice story attached.
https://www.santoroland.com/work/cgi/
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>>1028071
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>>1028072
>https://www.santoroland.com/work/cgi/
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>>1028073
Don't know how I quoted the link in my previous post, but whatever
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>>1028074

I've finished the donut tutorial. What's next for me? How do I start making money?
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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
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>>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)
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>>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?
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>>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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>>1024328
not in New Jersey, New Mexico, or Missouri

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>>1016792
some old proggy for new bread
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>>1027785
that bitch has some wide hips. why did you make her a fridge?
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>>1027812
Because lolis are cuter with narrow hips
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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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Kind of bummed that there don't really seem to be any serious threads about animation on this board. Of course, most games nowadays just use motion capture for everything, but I'm still of the opinion that animations made by hand such as all the animations in Fumito Ueda's games have a special something about them that mocap cannot reach. And these aren't super stylized or cartoony animations either. They're grounded and realistic but have a lightness to them. I was trying to find resources on how to learn to animate like that, but it seems like a lost art. There are blender courses for animation out there such as the "Alive!" by P2D Design academy, but they all focus on they all focus on this over the top bouncy Disney style. Pretty much all across western animation courses.
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>>1015247
Very good post saar, will repost on linkedin for maximum engagement (after AI simplifies the text)
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>>1015225
>>1024856
anyone serious animating in Houdini yet, they have upgraded their rig and animation tools to entice maya animators
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>>1024856
>western shit
I want specifically tutorials for asian animation, there are a few courses on cgpeers but otherwise it's an unobtainium
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>>1027904
just go to a school there?
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>>1016052
that was terrible try again. Decide on what type of ball it is and how bug it is and match a real ball bouncing of that type. if all you take from a bouncing ball exercise is that it has to go up and down and move a little and maybe roll and squish you're getting ingrediants but then just haphazardly throwing them together expecting a cake.

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how do i get into game modding?
i know abit of blender but no experience in coding or reverse engineering.
is it possible to use AI/LLM?

or, does anyone here take commisions for making game mods?
2 replies omitted. Click here to view.
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>>1027792
>but all the tools are gone
Which one are you thinking of? The tools for most of them are well preserved
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>>1027795
I was trying to make a character fir a really old game. Quake 3 Arena. I got really far but couldnt export it because theres no exporter that works on newer programs. Turn out theres a lot of support for Quake 2 but not much for Quake 3.
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>>1027755
> is it possible to use AI/LLM?
Sure. Also YT tutorials. It all depends on your game in question.
>>1027797
You probably could export it as obj or fbx or gltf and continue from that using classic tools.
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>>1027792
RE engine games are a special case because the tools already exist and they just werk when a new Capcom game is released. Contrary to popular belief, Capcom doesn't really try to fuck modders by obfuscating their engine.
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>>1027948
This is the same case for popular engines like Unity and Unreal Engine btw. Although UE is harder to mod when it comes to scripting due to the game scripting being made in C++/Blueprints instead of C# like Unity/RE engine. C# is designed to be "modded"/overridden.

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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.
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>>1027600
Where to learn, then? I don't wanna stay in tutorial hell forever, and I don't know what I don't know.
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>>1027603
enroll in an animation degree at a university. pratt in brooklyn has a good program, but state schools have them too.

https://www.pratt.edu/art/digital-arts-and-animation/3-d-animation-and-motion-arts-digital-arts-mfa/
>>
>>1027603
Maya YouTube learning channel covers the basics of a college education. You can even earn a certificate with just YouTube Maya learning channel. The real technical side like programming, cross platform development and technical compatibility (Maya in movies, games and simulation for speed preforming usage) are more higher skill that do actually need a teacher and you do need to collaborate with peers on projects to understand why such projects are not always a one man company.
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>>1024192
>Blender Guru is literally a beginner at 3D modeling...
In other words, he is a Blender user with above-average knowledge in the medium. Therefore, a guru.
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>>1024192
This is the classic case of someone using Blender for 1 year 22 times, anon. Never teach, always create and push yourself. Don't be him.

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Reminder: Subscriptions SUCK!

Have a 3Ds Max/Maya question? recently started a project? Or simply want to complain about Maya crashing?

Previous thread: >>
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>>1027184
>integrated and updated ngskintools
>horse rig?
>smart bevel
More useful than Blender which only added grease pencil for trannies and has nothing new since 4.3
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>>1027186
i thought blender was going to add looptools to main in 5.1 or was that too complex for them to do cuz i don't see it built in.
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>>1010993
You can use bridge to bridge the gap. You can use append polygon tool to do what bridge does but with a buggier tool prone to screwups. Or you can select the perimeter edge and use fill hole and then manually cut the edge across using multi cut tool.
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>>1010283
It may just be a case of needing to save. close maya. and reopen and see if it reoccurs. in my years of using maya when the error is so absurd a complete shutdown and reopen fixes the problem.
>>
>>1013368
Ask Ian Spriggs. He uses mudbox, maya, and vray. Hes one of the best. Mudbox since it is basically shelved has a very cheap and affordable subscription option. It also is compatible with mayas real world cameras and settings so when dealing with cameras you can trust what you see. Where as Zbrushs cameras are a 2D trick and not 1:1 compatible with how cameras work in other programs so sometimes things can look off when they come out of zbrush and you have to account for that. But I use and love zbrush. If you want to try mudbox it has alot less cool features than zbrush. Its more bare bones but what it does have can get you some real results if you commit to learning and mastering that program. Oh it also has layers like photoshop which is kinda neat and helpful. Zbrush also has layers but they're again not really comparible.

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Is even possible to create these pictures using 3D in blender?
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>>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
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>>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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>>1012273
This is the truest post on /3/ and the guy's still fucking arguing with you lmao

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>I know edge flow
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>>1022914
>>1023675
look at the op retards
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>>1027681
>>1025385
you two are the dumbest niggers on this board.
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>>1027699
Just face your retardation and never post again please
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>>1027709
stop typing on the internet
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>>1023452
>he's gonna pop!

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Do you deform 3d model to get the expression you want?
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>>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.
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>>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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>>1026674
You can automate it the same way you would in Blender, make a couple key poses for different angles and blender them depending on relative camera angle.

But that's really overkill. In a game either you're in a cinematic pose/cutscene and you'll author that for a predetermined camera angle or path in your 3d software, or you're in gameplay and you can get away with a fixed face that looks good from most angles

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all that knowledge and skill you need to accumulate, just to get pennies on the dollar? WTF?
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idk i see some people talking about the industry dying then i look at their portfolio and i am never surprised. people have some unrealistic expectations to say the least
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>>1027327
Back in the day you didnt even need a portfolio, just a copy of 3ds max and a functional brain. Indians and other third worlders ruined the industry that you need to be an ultra Aaa senior for your first job.
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>>1025320
Lol this is a lie, you know what out sourcing is? You dont hire anybody in your country when you can hire 10 indians for the same price. Why do you think theres so much talk about tarrifs?? Because the govement is forced to tarrif foreign companies so American companies can develop shit at home because everything else is being outsourced, and when WW3 comes along we wont have any production. This massive globalization is whats creating our dystopia. I got nothing against immigrants but when its en masse it will destroy the job and housing markets, not to mention the culture, but this is exactly what globalists want.

So before you say this is not true, you may want to get a look at the CEO of Microsoft, and CEOs at Google, and every other major tech corpo because theyre jeets hiring more jeets.

Oh and this is not even the final boss wait until Ai get better, and people can do full 3D animations with a prompt. I dont know what any 3D artist is going to do then. Just work on your indy projects as a hobby because I dont see anybody making it with everything thats going on.
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>>1027337
Everything is going to hell in a hand basket. ID Software was made by a couple of Nerds and their legacy is still around today. Now you got 400 million dollars and 400 developers working 10 years to produce a massive slop game full of lgbtq and gender politics, ugly characters, and the same generic mechanics every other nodern gane has. Do you really want to be part of this industry? Because I celebrate everytime another woke studio closes. Like I said small teams is the only path forward, just look at No Mans Sky, that game is huge and only made by a very small team like in the 90s. The problem is getting people together with minimal budgets.
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>>1027794
I work as a 3D artist in one of the biggest outsourcing studio for video game in the world and am based in europe, i know.
i don't know why you're talking about microsoft or google which are almost not into video game at this point
and you're right in microsoft and google with jeets, the issue is that the quality has gone to shit, and we all know why. imo it's a matter of time before there is a reverse of direction

what i'm saying is that, no big and serious US game company actually want to hire indians or asians. I work with our asian studio daily (no indians) and it's a serious step below. most real and serious game company would rather pay a bit more and hir eof on me than a jeet
so in that regards, yes, if you are trying to get into video game (and not a 2 man studio or scam studio) you are competing with europeans/americans, AFTER that against jeets/asians. just if you can speak and write english, you are already ahead of most asians

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I've seen a lot of people dislike it. But there is no need to hate it. Blender is an alright little utility buddy. It's not the best at anything, though it's a great helper. Personally I only use it to clean up models post CAD modeling, store my hp and lp's in seperate collections, and it's simply great for that. I like Blender.
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I personally like Blender's workflow and UI, it's really not that many hot keys.
the 3DSMAX/MAYA menu's are nauseating, I wouldn't used them if you paid me.
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>>1027638
3ds max ui is better than blender.
>modern zoomer side panel with names flipped 90° going downwards
>material tab is cancer
>animation is cancer
3ds max got everything right
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>>1027641
I will give you the N-Panel. the fact we cant even reorder the tabs is bullshit.
The material tab frankly is only used for settings not (yet) given a node equivalent and i wouldnt be surprised if things like surface and volume settings are just wrapped up into the node graph in the future.
as for animation, you're going to have to be a whole lot specific cuz theres rigging, theres NLA (which is being worked on), you gotta elaborate if you're gonna shill premium/collegeware.
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>>1027662
I use both max and blender right now, and blender feels like browsing through an app. the N-panel definitely sucks and has the worst location. i've disliked nodes from the start since i liked slots and settings better than spaghetti pulling nodes around the screen. everything in max feels in order and more intuitive, has this early 2000s feel to it.
the last time i tried rigging and animation in blender the playback was at a laggy 7 fps with a good machine and the bone system was awful to work with. that was ages ago though. I felt the buttons or whatever you need are more hidden. in 3ds max I can set up bip or normally rig standard bones and the animation always ran smooth 30 60 fps, and working with bones felt simpler and more straightforward. Skin modifier and Motion tab was clean to read and had everything you needed. Dummies are super simple. IK connections don't need modifiers for it.

Oh yeah, max modifier system is golden.

Just don't feel that spark when using blender. it's built like an ipad app.
>>
It literally takes 10 seconds to change Gizmos to the Shortcuts QWER, then you can summon your Gizmo like in every other 3D App plus Q to reset/hide it with the default selection tool. 1, 2, 3, selects vertices, edges and faces. Like I dont understand why this is so difficult?

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What are GOOD courses for 3D animation in Blender?
So far I only found Alive! by Pierrick Picaut. The rest suck fucking ass, but maybe I missed something
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>>1025368
Make your key poses closer together, also make sure the character's inbetweens have him/her move in arcs, not in straight lines from one pose to the other
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>>1019453
>If you’re going to learn about animation, you should at least find someone who knows how rigging works instead of paying people like those rich YouTubers who self claim they created videos themselves.

I would also just suggest that learning the 12 basic steps of animation, regardless of medium or program, is also a good start.

People here seem to forget that it's not the software that matters, but the actual skill of the person using it. If you have ZERO understanding what things like anticipation, overshoot, timing or spacing is, then you're not an animator, simple as.
>>
>>1019485
This is 4chan, Politics are unavoidable.
>>
>>1019394
>blender
>good
Is like asking to shit taste like food, learn normal courses and don't get attached to a mediocre tool as Blender
>>
>>1027697
good morning sar

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Jita - She doesn’t wear a shirt because wearing shirts is weird where she lives. Only her head is "finished".
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>>1027560
Here’s my progress on the inventory menu so the player can swap their characters’ chakras around. Nora has two heart chakras in her boobies since she’s a healer.
>>
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>>1027561
I also made this zebra shark, one of my favorite creatures. I had an idea for a “zephyr shark” mob that would fly around and blast the player with gusts of wind like the zephyr mobs in the Aether Mod. They likely won’t be going in Nora & Bosequias’ game, as it’s going to be a turn-based game with semi-open world exploration. Since the zephyr shark’s attacks are based more on physics, I’m going to save them for Jita’s game, which I may elaborate on more in the future.
>>
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>>1027562
{15:12} And when the sun was going down, a deep sleep fell upon Abram; and, lo, an horror of great darkness fell upon him. {15:13} And he said unto Abram, Know of a surety that thy seed shall be a stranger in a land [that is] not theirs, and shall serve them; and they shall afflict them four hundred years; {15:14} And also that nation, whom they shall serve, will I judge: and afterward shall they come out with great substance. {15:15} And thou shalt go to thy fathers in peace; thou shalt be buried in a good old age. {15:16} But in the fourth generation they shall come hither again: for the iniquity of the Amorites [is] not yet full. {15:17} And it came to pass, that, when the sun went down, and it was dark, behold a smoking furnace, and a burning lamp that passed between those pieces.

the lion
el león
el elyon (god most high)
>>
>>1027557
>>1027558
>>1027559
>>1027560
>>1027561
>>1027562
>>1027563
nice progress and specially with those animations too, get well soon man
>>
>>1014067
>shield emblem

You already know the commentary you're inviting.

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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
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>>1027581
I've been using shapelab and like it a lot. It's pricey but there is probably a cracked version somewhere. I tried a blender one but only for like 10 minutes.
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>>1027617
>it's pricey
it's fucking 60 bucks you moron wtf are you talking about
>>
>>1027620
Is $60 not pricey for someone just starting to you?
>>
>bite the bullet and start to learn Zbrush because Quad Remesher is broke in new versions of blender and the dev is a lazy faggot and won't update it, whereas ZRemesher is native to Zbrush
>learning zbrush
>the 'draw size' slider keeps greying out, regardless if I'm in edit mode or not
>only way to adjust it after it breaks is with the [ and ] keys
it's ZBrush 2025.0.1 for reference. looks like this problem pops up all over the place with other versions too. is Zbrush always this much of a piece of shit?
I wanted to learn it because it's also getting non-alien UI soon which is even more appealing, but this isn't a great start
>>
>>1027620
$60 is a lot more than free


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