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File: sketchfab.jpg (167 KB, 1280x1440)
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is sketchfab dead? i used to visit it a lot back in 2020-2021. i just found out epic games bought it not long after i stopped visiting because i lost my account when formating my pc. i tried to make a new one but i can't without an epic games account. the newsfeed is nothing but top X of the week from all the way back to 2021 and the quality of the most recent works seems to have decreased considerably.

it used to be a sort of twitter/pixiv for 3d artists back then now it looks like it's where people dump their generic porn game female models to sell. it was much better than artstation because it was 3d only and has a live model viewer
>>
their website doesn't even work for me
nothing happens when I click on a listing and then I can't scroll down the page anymore
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>>1025420
The main reason why we stopped using it is because people can steal our 3D models. There is a tool that grabs your models with everything included. The faker then uploads and becomes more popular than you. So basically just like twitter where people steal art.
>>
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>>1025420
It's too easy to rip the models, no decent artist will post there when that's the case. And since it's so easy for users, its more than likely whatever you post there will also be stollen and used to train some AI model which will use it to make 3d slop at 100x the speed you can make it
>>
>>1025444
I did not know that
well, brb, time to learn some secrets!
it's unfortunate that idiots ruin it for the rest of us, though
>>
>>1025445
How do you rip the paid models?

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Why is Mayas UI so complicated coming from Blender?
30 replies omitted. Click here to view.
>>
>>1025381
how about grab? is grab a formal geometry term too? but i did not know people in china use the word rotate for rotation and actually spell it "rotate" in latin characters, wow.
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>>1025389
I mean, everyone has their term for, say, "turn", but rotation in the 3dcg context is a formal math terms and nerds have set about standardizing those long before keyboard shortcuts were even a necessity, to lift any ambiguity when discussing math internationally
>>
>>1022636
is not complicated you just lack critical thinking.
>>
I really begin to enjoy this board, it's funny as hell. My favorite posters so far are:

>blender cultist hunter
>BWC anon with his impregnation talk
>Cris
>AI shiller jeet
>the chair faggot
>software war thread starter

Feels just like at home now.
>>
>>1025399
Personally I like the dichotomy between the pokemon sculpt perfectionist and the guy endlessly recycling mew porn

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Trying a new version of Blender and unless I'm going fucking insane it seems to be missing a couple of intuitive features that older versions had out of the box.
When it comes to aligning two faces with very different orientation, the trick used to be rotating with snapping on around a particular axis . In Blender 5.0 when I try and use snapping it just doesn't work when rotating something, even if it's enabled in menu.
I'm guessing there's a shortcut with 6 keys or an addon that's needed now?
>>
>>1025419
oh damn they might lose customers i'm sure they're concerned
>>
>>1025419
not sure if I understand what you're trying to do but snapping in rotation mode definitively works on my end in 5.0

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https://www.cartoonbrew.com/tools/netflix-animation-blender-development-fund-258516.html

Netflix Animation Studios is the latest Corporate Patron of the Blender Development Fund, pledging significant financial support to the open-source 3D creation platform. Joining at the maximum membership level for companies, which means Netflix is committing at least €240,000 per year.
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>>1025262
Only black materials from bow on
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>>1025276
lmaoooo
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>>1025262
the start cube is replaced by a george floyd bust
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>>1025193
>but it doesn't look good for multires if they're only focusing on fixing the bug
oh anon, if you only knew how long that russian faggot sir-gay has been trying to deal with that shit
>inb4 it's another guy getting his ass kicked now
who cares, mulitresbug 2 - openasshithole devs 0
>>1025172
aaaaaaand they still wont fix that damn brush even if Pablo the source code for it, fuck them
>android
for what purpose?????
>>
>>1025402
>damn brush
the only new brush will be the Scene Project Brush from Dobarro, it should land in the 5.2 alpha this month.
https://projects.blender.org/blender/blender/pulls/136342
>mulitres
Idk if the guy will be able to fix it, it seems that the team will move to texture paint next.

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Hey guys, im a modeling noob, and i would like to ask if there is a way to export purchased assets out of unity. I tried googling some guides but they are all extremly shit or just show you how to export packs for diffirent unity projects

I would like to ask if its possible to export these models as .fbx, because im never in my life working in unity again, fuck this satan engine. But i bought these assets for some hundred dolloons so i would like to use them elsewhere
>>
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>>1025393
Generally, purchased assets inside of Unity are already in FBX or other 3D formats, but 99% of the time it's fbx.

Can't you just go inside of the asset folder and copy the .fbx files from there?

Oh, and if you need something specific, you can just click the model on the scene, look for the Mesh Renderer component, and then click on the "Mesh Field" (not on the label, on the field to the right). It should highlight the .fbx file that said mesh is coming from.
>>
There's a package available in the package manager to export a whole scene or prefab as an fbx.

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I have been using with 'Tamper monkey' this script https://greasyfork.org/en/scripts/492877-sketchfab that I downloaded from 'Greasy Fork'

It works great, the only issue is that this script can't download textures in jpeg format, only png. Right now I want to download this model https://sketchfab.com/3d-models/one-piece-nami-anime-model-8a917b3952074e48ade09f8f2d6d4d27 but seems like the author only used jpg texutures so I end up without any textures, only obj files.

Anyone knows how to fix this and make this script download jpeg textures too?

File: I_know_kung_fu.jpg (10 KB, 446x420)
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>I know edge flow
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>>1025196
Overqualified doesn't exist, and quality still matters. That's why you are on /3/ all day. Imagine being worse than a jeet who works at ubisoft or bethesda kekarooooo!
>>
>>1022878
>>1022914
>>1025194
The modeling teams wants to integrate that in the toolset after looptools, I still think that they should work in the retopo tools before all this shit.
>>
>>1025199
edgeflow is a retopo tool dingdong.
>>
>>1025196
>nobody gives a shit about edge flow or poly count
I can tell you've never worked at a AAA company yhrn
>>
>>1025237
Nobody gives a fuck about edge flow or poly count in AAA. Maybe somebody cares if you are working on like mobile games for Tencent.

Edge flow is mostly just a side effect of actually knowing how to poly model. It's not a first principle to making good models.
And spending a significant amount of time min-maxing poly count is essentially greifing your employer when you live in the west because it's so time consuming and hence costly and gives such little performance gains.

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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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>>1024564
Auto Rig Pro or Rigify rigs look better than that.
Also that's just posing, not animation. Don't think you can just start posing off of a reference video and place keyframes at random, you need a workflow like pose-to-pose with its breakdowns and settles and other rules
>>
>>1024564
>does blender also have controls and gizmos
Press T, the transform gizmos are a tool on the left panel, there's a combined transform tool that I often use
>>
>>1024566
it's the anti-blender third worlder, dont bother
>>
Sorry if this isn't the right thread to ask, but I'm curious about something. When I watch beginner 3D animations, they often move in this floaty, lingering way, as if there's really long and slow automatic inbetweens making them continually lean. I don't know if that's what it is or if something else causes it, but how do I avoid doing that in my own 3D animations? I feel like avoiding this weird style of movement immediately raises the quality level a ton even if you're still inexperienced. But the fact it's widespread enough to be a pattern makes me self-conscious.
>>
>>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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Blender noob here, how do I start texturing weapons and characters with geometry nodes? I wouldn't like to handpaint these but rely on maths and logic for it. Also, generating normal maps with nodes would be good too
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>>1025294
i use GIMP and also no i have zero experience in digital art when it comes to texture painting, ill cross that bridge when i need too
>>
>>1024963
If you want to texture your objects procedurally (with maths and logic) you can use shader nodes. Erindale on YouTube has some videos to get started on it.
You can even pass data from geo nodes to control your materials in shader nodes.

>>1025294
They specifically said not with handpainting. If you want to create materials procedurally you'd use Substance Designer.
If you're gonna recommend something then insult them for it at least get it right.

It's a node-based editor like shader nodes, but with a lot more powerful procedural textures. You can bake your materials from Designer into textures to use in Blender. They have an add-on for that in Blender as well.
>>
>>1025294
>take your procedural boulders and make them non-procedural so you can paint them in substance
ok retard
>>
>>1025347
learn substance painter retard
>>
>>1025351
yeah paint each rock you made procedurally
you sound like cattle saying the same retarded thing
use substance designer you retard

https://automaton-media.com/en/news/arknights-endfield-devs-heavily-modified-unity-to-accommodate-the-games-100000-polygon-characters-models-and-massive-factory-systems/

Apparently Arknights Endfield heavily modified its unity engine to get what is currently the most gorgeous stylized graphics I've seen in a game.
I'm curious what it would take to pull off something similar, but I don't even know where to start. There are countless learning resources/courses for 3d animation, texturing, modeling and such, as well as resources for creating gameplay within unity, but I'm completely clueless as to what goes into something like modifying the unity engine, or graphics design in general.
Where would you go to learn something like this?
1 reply omitted. Click here to view.
>>
>>1025274
Oh ok thanks
>>
>>1025275
More to the point, the start of the rabbit hole you're searching for is GPU deiven rendering, a paradigm where not only the rendering, but the whole graphics pipeline (sorting and culling and lod and so on) is moved to the gpu
https://vkguide.dev/docs/gpudriven

However, it is indeed out of scope for this board, as it is not really a matter of the craft of 3d and more about high performance parallel programming.
>>
>>1025273
>Over 9000
Not even the best AAA games use heavy detail models. What is the game size? 200GB?
>looks it up
OMG it’s 90GB currently, almost within Genshin Impact (no extra content included).
>>
>>1025273
If you want to learn how to create stylized visuals like that, you can search for resources on technical art / VFX, and stylized rendering

For Unity specifically, Catlikecoding (https://catlikecoding.com/unity/tutorials/) is a good introduction and covers a bunch of topics including graphics/rendering as well.
https://www.youtube.com/watch?v=yhGjCzxJV3E
Knowledge of shaders is good as well, a good starting point is The Book of Shaders (https://thebookofshaders.com/), and Inigo Quilez's articles (https://iquilezles.org/articles/), as well as looking at examples from Shadertoy (https://www.shadertoy.com/)

For VFX there's a bunch of Unity VFX tutorials on YouTube, e.g. from Gabriel Aguiar Prod.

PS: Graphics design is about the art of designing graphics, what you might mean is graphics programming, which is the discipline of programming graphics software itself
Meanwhile technical art is the bridge between art and programming in game dev

There's a lot more resources about these out there scattered across the web, but you just have to look for it. Hope you find your path. Good luck in your journey
>>
Also related, this talk from miHoYo on how they do their stylized rendering in Unity (https://www.youtube.com/watch?v=egHSE0dpWRw)

File: 3D Max.png (2 KB, 225x225)
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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: >>
180 replies and 52 images omitted. Click here to view.
>>
>>1024458
That company is going to fail, AutodeskCAD is the better choice for construction and development. 3DMax is not designed or has the tools to guarantee results for real world applications.
>>
I am currently using unwrap uv in 3ds max right now but is there a better software?
Any suggestion would be most welcome
>>
>>1024497
What problem are you encountering? It'll be hard to recommend something before we know what doesn't work for you
>>
>>1024498
I need to isolate element of the object, so I can have easier time selecting and cutting the edges.
It's a piston-engine.
>>
>>993171
If you're not a company, Maya indie is like half the subscription price. Truthfully, I wish they made a non-subscription version so I could get it without the Autodesk spyware

File: wagie wagie.png (204 KB, 1856x1374)
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all that knowledge and skill you need to accumulate, just to get pennies on the dollar? WTF?
38 replies and 6 images omitted. Click here to view.
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>>1025251
I was listening to one of Valve's 3D artist's biography and he got his first job back around 1998 or so in Ukraine by seeing an advertisement and ringing at the apartment where GSC gameworld used to be, they chatted and smoked in the balcony and he immediatly got a job with simple 3ds max basics. Afterwards he got employed at Crytek and they funded a nice apartment for each individual foreign employee and sponsored the visa as they worked on Far Cry for around 3 years.

They had it so easy back then it wasn't an effort at all, and everything was chill and fun.

Looking at our dystopia today is just bleak, fucking outsourced jeets and asians everywhere with millions competition among the globe and impossible to get a junior role.
>>
>>1025253
>Looking at our dystopia today is just bleak, fucking outsourced jeets and asians everywhere with millions competition among the globe and impossible to get a junior role.

if youre from europe or usa youre mostly competing with europeans and americans that are better than you and a tiny bit against jeets and asians
unless you work in a small shit startup, no big company actually wanna hire jeets and asians especially if they dont speak english
any big company (actually) knows that one good of you is worth 10 of jeets and asian. they just give it to a dude that is better than you
>>
>>1022377
You're not the guy here who did the silly dancing robot car ad, years ago, are you?
>>
>>1025326
I'am. Just laid off CG and went on to make money in the NSFW industry with my body on camera instead since that's where the money's at. Recommend you to do something similar. Start selling NSFW models.
>>
>>1025330
>boomer camwhores and sells nsfw models
Yeah nah, you're not him. I'm sure someone else - maybe a subhuman like cris - found that funny, though.

File: jbyy.jpg (131 KB, 1024x1536)
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I have no idea about computer graphics. I only tried ChatGPT a few days ago to generate images. Unfortunately, ChatGPT often refuses to generate even harmless images. As far as I know, Stable Diffusion is free and doesn’t involve babysitting. Everything looks pretty complicated, though, so what are the common hurdles and problems, and what tips actually help you make progress? I’m interested in botany and would like to create images of plants and landscapes.
2 replies omitted. Click here to view.
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>>1025298
go to /g/ rajesh you fucking retard
>>
>>1025303
Troll.
>>1025308
Troll.
>>1025309
I do not think 3D has any future at all and stable diffusion will just bring renders quicker at the same quality.
>>
You see, OP is basically the merlin of computer graphics, he experiences time backwards and so doesn't know anything about computer graphics, except that stable diffusion is definitely the future
That or he's just so talented he has already solved every problem in his head before starting to study
Anyways for botany all you really need is to flush some tomato seeds down the drain and wait a week or so for them to sprout, then all you need is a camera
>>
>>1025298
Use Nano Banana in Gemini. There you can easily create a character sheet for a 3D model. Then you can elise Nano Banana Pro (you only get 3 Pro gens per day on free and the lowest plan) to feed it the character sheet and tell it to pose it and render it.

That's just one workflow, there's many right now as the technology is still so new so expect things to completely change in just a few months
>>
>>1025315
How is it a troll?
Type the perfect bestest prompt in the whole world and see what it looks like with only 4gigs of vram

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There was an anon that said my video game concept was NGMI cause I was a complete noob to everything, guess what one month later and I MADE A HALLWAY FROM SCRATCH WITH SHINY TILE ROUGH MAPS AND TEXTURES AND NICE LOOKING MODELS AND SHIT FUCK YOU!!! I LEARNED IT MYSELF!!!

Anyway, I kind of enjoy the process of each session going from GIMP, to blender, to unreal, back to blender, back to GIMP, etc. but I was wondering if you guys had any dope workflows? Maybe integrating something between software, or a way to cut corners when fixing up textures quickly?

I’m at the point where I’m just making modular pieces that are on a spreadsheet until I can grey box a whole level, and have enough of a charecter to walk around in it and test lighting. No mechanics, no sounds. I just feel like am I wasting time between steps.

FWIW I just built my PC for $3k, optimized for game development specifically so latency or lag is never the issue. Just wondering what your task management looks like?
>>
UE5 is shit, I use cryengine 5 and it looks the same without all the stuttering and lag

Can you code c++?
>>
>>1025322

No, from my understanding I need to start with C#. The only way I get anything done is through monkey-scratching-chin playing with the nodes with some trial and error with tutorials and Gemini. I refuse to AI Generate even a word of code for this, or any, project but knowledge sourcing is fine.

Last night I finally rigged up my first piece of absolute shit humanoid model even though the hands and feet are cemented in the mesh movement. The more I dig into this, the more I realize I’m in over my head. I’m very stubborn so I’ll just do the grunt work of repetition until I’m good…

…but without any prior coding experience on top of being new at all this, where do I begin? This is a personal project designed to grow my abilities so forget ever even completing it, but 3D Graphic design and Animation makes my brain hurt more than anything else

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I don't know anymore if it's real blender renders or generated by some AI.
If it's AI generated which AI do you think was used to have this consistency?

https://youtu.be/YUvx9VjSVAY?si=BjTIpP5X0mKd9p7H&t=1215
1 reply omitted. Click here to view.
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>>1025093
No I don't want to, reply to my thread.
>>
>>1025089
It’s AI, inconsistent reflection and it’s always within 5 seconds. Plane did not move VFX were added a real 3D plane wouldn’t have problems flying in a line it was programmed to follow. Also missing items like laptop, stand, straps, etc. This is a classic example of AI being used for conspiracy theory purposes.
>>
>>1025089
its pretty obviously AI. aside from the odd movement artifacts you can just look at the flowers on the shirts changing every frame
>>
>>1025089
take an ad poopjeet
>>
>>1025089
its trash.


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