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File: IMG_5210.png (105 KB, 498x498)
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Is using ai as a refrerence for your characters bad?
31 replies and 7 images omitted. Click here to view.
>>
>>1027040
Keep in mind, that you will not be inventing anything in this case. You will be taking something a 2d artist draw and transferring it into 3d.
>>
>>1027040
If you just want to be a 3d technician then sure, but all those jobs are taken by "the vast majority of 3d artists(indians)".
If you're solo then you either need to steal concept art or make it yourself.
The good news no one's brought up is that concept art and image planes don't need to be that well drawn to be useful. Immaculate perfect image planes and detailed accurate drawings are better, but however less than that you have all you need is to compensate while modelling. If a feature on the side and front doesn't line-up in 2d, you as the 3d modeler just have to pick one and stick to it. Lookat it in 3d and make it look right in 3d. Youre not obligated to show anyone your janky image plane sketches. They can be rough or shitty as long as when it's 3d time you're paying attention.
>>
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>>1027065
That's a good point, but imo it's a bit different when it comes to environmental/architectural concept art. I think it requires somewhat stronger 2d artistry even to sketch that in a useful way. Maybe it's because in this case you inevitably have to deal with perspective and composition in 2d, which is less straightforward than turning on mirror and sketching only front view, and then retroactively derive side view from that. Anyway, that's just my struggles on figuring out how to approach it. I'm aware it might be easier to blockout big shapes in 3d and then sketch on top of render, but you still need very strong 2d perspective/composition skills even for those details. This is my current level at sketching architecture, which is basically just inventing flat symmetric patterns using mirror on top of flat basic geometry. And this is the level that I consider useful:
https://www.pinterest.com/pin/38773246789654812/
https://www.pinterest.com/pin/15692298697306056/
https://www.pinterest.com/pin/11329436558995909/
>>
>>1026860
instead of asking, just use it as part of your creation tool lol. and it saves LOT MORE hassle from paying some trannis with ridiculous NDAs about their characters like I don't care all about that.
>>
>>1027094
To add to this. There's no reason you need to go around telling anyone you used ai references. Show off the model you made, not your image planes.

File: 8d2.jpg (33 KB, 353x334)
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>Youtube is full of retards who are poly modelling entire human characters from scratch instead of sculpting them
Imagine learning wrong from the get go and sinking hundreds of hours into doing it wrong and inefficiently. What a nightmare.
71 replies and 9 images omitted. Click here to view.
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>>1027058
>>1027066
You're wrong, sculpting was invented to get more women in to CG, the woman brain can't handle the poly/box modeling because of the complex spatial mental awareness and engineering required vs playing with some virtual play-doh.

How many women poly/box modeler have you ever met? Now how many women 3d sculptors have you met? That's right, I rest my case. You may continue your unemployed seething now.
>>
>>1027067
>How many women poly/box modeler have you ever met? Now how many women 3d sculptors have you met?
... None?
>>
>>1027067
>Retard: the post
all male pro artists from game studios moved on to sculpting ever since it became available because nobody wanted to subd model high poly characters for baking anymore which was a pain in the ass and couldn't produce as much detail. Sculpting allows for infinite detail which then can be retopologized in any amount of polygons be it AAA or lowpoly early 2000s models, and most importantly at a high speed.

Then you bake all that detail onto your low model.
>>
>>1027069
Virgin detected
>>1027071
Woman detected
>>
>>1027096
You're extremely low IQ and NGMI, having nothing to show for yourself.

File: sf77VBX.jpg (161 KB, 1698x939)
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for 3 reasons
> V snap
> D move pivot
> DV snap pivot
15 replies and 2 images omitted. Click here to view.
>>
>>1027021
>integrated into my workflow
You're a pirate, not an industry pro, so the contradiction is obvious. You've got nothing to show for yourself and are just making shit up, which makes you a useless point of reference
>>
>>1027024
>just making shit up
nah, keep being a retard. This was from my own experimentation with all software and I started out with Blender on my first year. Courses for pro workflows outside of anime blender slop will always involve these software 100% of the time.
>>
File: 1000015292.png (1.87 MB, 1703x1165)
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really don't get why this larper pushes maya of all things as being better at poly modeling lmao. it'd at least be a bit believable if you said 3ds max or a pirated copy of the last softimage release but maya? that shits just funny.
>>
>>1027027
NTA, blender is only good at polymodeling and the best lmao. it sucks everywhere else.
>>
>>1027037
Eevee's a great alternative to all the maya people using UE to render their stuff

File: 1000007697.jpg (26 KB, 480x360)
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How would I go about recreating a similar look? Like the filters and compositing? He uses blender for these but doesn't explain the lighting/compositing set up in his breakdown

https://youtu.be/TGkZ3f8fnpA?si=WmA-F-XKGy8Xb-Qq
https://youtu.be/l-TJm7HkzkQ?si=ns_yXlL-QEn7z9qA
1 reply omitted. Click here to view.
>>
>>1026756
>>1026742
Here's a video abouthow to crate something along similar lines
https://www.youtube.com/watch?v=lyegQf-rbtw
>>
>>1026757
>>1026756
Appreciate the help man
>>
>>1026742
I can't say for sure, but looks like he might be using the clay-doh shader for some materials
>>
My favorite:

https://www.youtube.com/watch?v=wgZZRb_o-OM
>>
>>1026742
he has a video on his channel supposedtly going over his workflow. idk how informative it is i never watched the whole thing
https://youtu.be/l46T7fJ7FmE?si=_iwqDp1kXK1rON-o

File: my level.gif (2.07 MB, 800x800)
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New workflow developed.

I used newer tricks I learned last year by developing my own custom toon shader, and then used blender painting tools mixed with unionbytes old texturing workflow.

This took 2 hours to texture and create the shader.

:D

It's a much superior and faster workflow to what I had previously.
>>
>>1027011
Looks good, not gonna lie.
But we never get to see your workflow or progress in game development.
Why is that?
>>
>>1027011
yeah, I was convinced you were real at one point but now this is obviously a joke

File: images(2).jpg (24 KB, 576x240)
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Why is this thing trying to become bloatware jack of all trades like Blender? It will just run at 20 fps instead of being specialized lightweight software. Also, I heard its better than Substance Painter for some parts of texturing. Any inputs?
2 replies omitted. Click here to view.
>>
>>1026846
Is it still illegal to make anti christian things with this software?
>>
>>1026846
I use it for handpainting only
>>
>>1026907
Kek, I tried to find the answer to this myself a week or two ago and this time I found that it's only illegal to do porn. I didn't dig too deep though.
>>
>>1026907
>>1026980
Why do they put politics and religion in? I don't want a forced pigkrainian flag shoved onto me as an icon.
>>
>>1026846
LMAO, look at that bloated UI.

File: 1649361376614.png (104 KB, 288x273)
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Daily reminder that the mirror modifier makes your anime girls fake and will never trick the brain into thinking is a 2d character.
>>
>>1026849
What about inorganic items like guns or cars? Do we stop using it for those?
>>
>>1026849
Just unwrap after applying and paint textures assymetrically
>>
>>1026849
>mirrors
>randomizes verts
Heh, nothin personelle patrick
>>
>>1026870
Unwrap into a separate UV map before applying the mirror so you can bake textures from the symmetric UVs to the asymmetric UVs later

File: Screenshot_9.png (61 KB, 823x690)
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>make my game for free chud
>Over 100 applicants
what the fuck is wrong with these people?
16 replies omitted. Click here to view.
>>
>>1026064
what an arbitrary distinction. ok then, kim jong un identifies as a democrat.
>>
>>1025869
pretty good, I prefer to workout fasted
>>
>>1026069
checks out since he's a brat.
>>
>>1025865
From what I know there’s a massive oversupply of 3D artists so people are desperate to stand out from the crowd. The thinking is that they’ll have something to put on the CV.
>>
>>1025865
simply put, overpopulation has screwed over the world
there're billion chinks and billion jeets desperate to find work, and they'll do this shit for free if they have to just to not be seen as an unemployed bum by their families
the corporate suits already know this and that's why the job market is absolutely fucked

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

File: fatto.gif (541 KB, 292x316)
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The idea is to make simple games with them : )
31 replies and 13 images omitted. Click here to view.
>>
I love this thread
>>
>>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 :)
>>
File: elena_3d.gif (865 KB, 392x420)
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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.


Comment too long. Click here to view the full text.
>>
>>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.

File: FF12(2).png (53 KB, 221x288)
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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
7 replies omitted. Click here to view.
>>
>>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!

File: 1000011222.png (978 KB, 1272x928)
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I'm making a game in Godot Engine and so far I made these two models. What do you think?
4 replies omitted. Click here to view.
>>
>>1026704
Because OP likes naked little boys presumably
>>
>>1026690
looks like the opening of breath of Fire IV
>>
File: DFv_DJgWsAA7JgC.jpg large.jpg (275 KB, 1542x2048)
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>>1026690
Maggie?
>>
>>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.

File: 32_a.png (201 KB, 710x602)
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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.
4 replies and 3 images omitted. Click here to view.
>>
>>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.

File: mei RR4.3 .png (2.98 MB, 1038x2160)
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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
2 replies omitted. Click here to view.
>>
>>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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