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File: Paint_with_Stencils_001.jpg (248 KB, 1920x1080)
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Painting with stencils allows you to use textures generated by an algorithm to quickly photobash your models.

Here, a tutorial will be shown on how to do this from the basics.
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E
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R
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>>1015733
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>>1001036
>D, when I take notes, I do it this way I document everything in the form of screenshots and text. I've been doing it for a long time.
>And now with ChatGPT, I can write the instructions in Spanish, since that's my main language, and instantly translate them to English, even improved with better organization.
Basado hermano con OCD
>>
N

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Tell me where's 3D modelling AI located at? There's free Pepe 3D model but the face doesn't look like this one. Aaarghhh! It feels like shit that this is the first time I'm being scammed. Fucking indonesian.
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>>1018442
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>>1018442
>>1009076
>>1006395
>>1009031
>>1013847
>>1016787
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>>1018442
sar where are free 3d model ai generate make any model? NEED MAKE MODEL of white woman

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For fellow anons interested in this stuff, ArcSys have collated all their presentations (in Japanese) on achieving their unique character style including skinning, rigging and rendering on this central “Academy” page.

https://www.arcsystemworks.jp/academy/
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>>1018193
For sounds Assetripper, AssetStudio for Unity games.
It's often just plain wav files if that's what you mean.
If you want to copy the visual part you can install UnityExplorer and reverse engineer what they're doing.
Explosions is mostly just a bunch of particles, idk what you mean by wind gusts. I suppose you can use trail renderer to draw the lines.
>>1018195 Is correct though it's hardly worth the effort. I suppose you can steal sprites if that's what you want.
>>
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>>1018195
yeah, i thought so... their dust/smoke effects are just so good that i wanna use them. i could probably just greenscreen them into what i'm working on but i think it'd be too obviously 2d
>>1018197
picrel is a good enough example, and i'll look into unityexplorer. hopefully it can be ported into blender
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>>1018433
For those they're on record at GDC saying they just model each frame
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>>1018433
For a 2D games everything will be sprites 99% of the time. You can use assetripper, create a new unity project and open that in the editor.
>>
>>1018438
yeah i know, i'm specifically talking about the dust cloud he's picking up under him. i wanna export that, not the character models themselves
>>1018441
that's the gimmick, it's 3d but looks 2d

File: 1750696245673303.png (548 KB, 1043x639)
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for all my low poly phototexture enjoyers here
https://youtu.be/bK3XwkbEPRg
a world4jack video... its a tutorial on how he textures his dudes
i downloaded it, so if it takes it down ill repost
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>>1015811
My man, this is my kind of style, good rec, I should really make more clothes models
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>>1015811
his uv maps looks like shit
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>>1017859
thats the point
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>>1017859
No need to have pretty uv maps, it's not a portfolio piece
>>
>>1015811
What are some good resources for clothing photo textures? Seems all the old texture sites have all moved to PBR now or they cost a fortune for a few shitty jaypegs. Should I just buy up a bunch of second hand clothes and take pics of them?

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home...
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>made in Unity
Hope you are using some VM otherwise Unity analytics are doxxing you
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>>1018430
I think it was made in UE4
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>>1018449
Even worse
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>>1018374
A second plane has hit the WTC.
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>>1017727
>>1018374
It's a pedo game made by a pedo

File: graph_editor.png (337 KB, 1150x771)
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why is the graph editor in Blender still such a piece of useless shit? why don't they improve anything to make the work more intuitive? literally the worst UI of any DCC
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>>1017532
it does exactly what it needs to do. you are just stupid
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>>1018434
op is a fag and you are right but it doesnt mean theres no room for improvement, despite working perfectly fine graph editor feels like its the way people would animate shit digitally 50 years ago, theres definitely a way to streamline animation process and make it more acessible to beginners
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>>1018435
i don't think catering to new people is a good thing necessarily, there should be some level of learning the program involved and blender is already way more intuitive than some others
all they need is better motion path stuff and viewport curve manipulation and it'll be perfect, especially once they re-do the shit nla interface
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>>1018436
catering to new people and making 3d more beginner friendly and intuitive is the reason blender exists to begin with and stays aflot, its always good to cater to new people if you can do it without being detrimental to everyone else, so if every single person getting into animation says graph editor is confusing something has (and can be) done about it. like you mentioned viewport curve manipulation and motion path improvements are a good start to that
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>>1017532
>select every bone
>why is the graph editor in Blender still such a piece of useless shit?
because of your own ineptitude? I really don't see a problem with it if you're not a retard and it should only ever be used for final tuning of an already solid animation not your primary method of altering frame interpolation

File: JitaWiP.png (460 KB, 540x1080)
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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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>>1018285
>I can get to that eventually.
yes please, thanks!
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>>1014513
ruined it.
>>1014459
This is perfection.
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>>1014066
The productivity on this shit is awful. Devs used to churn these out daily even during the N64 days, and here we are spending months on a single low poly character.

Naomi from MGS4 should be the bare minimum skill floor, with all these resources on your hand not this N64 shit.
>>
>>1018376
people were being paid
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>>1018376
show your work in this board then. be the change you want to be instead of being a whiney faggot

visiting this thread is more worthwhile than seeing a bunch of retards argue about muh software

File: Cri.png (383 KB, 500x557)
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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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>>1018397
I think you have bigger issues than not being able to use the latest version of blender
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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

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why are they always hiring?

is it a shitshow to work over there?
2 replies omitted. Click here to view.
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>>1017559
If they keep recycling artists they never have to give any of them raises
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>>1017585
pretty sure microsoft does the same thing with most of their coding staff
>>
How much are they paying?
>>
>>1017772
Can't be a lot, from what I could find Youtube pays out ~100$ per 1-2 million views on Shorts, has to be a literal indian sweatshop, the type of pay you get from this work would only work in 3rd world
>>
>>1017775
Wow so thats why everyone hypes their patreon link or whatever the fuck garbage marketing gimmick they are shilling that week
Do older accounts earn more than newer accounts?

I had the idea of a 3D renderer that projects a 2D cutout rig into a 3D space, but sort of minimizes the X rotation and keeps everything looking like the 2D drawings, but the lighting and animation is done using a low poly model.

Only that the 3D mesh is used to project the 2D planes vertex to the 3D mesh, but do the foreshortening as X and Y operations, to minimize the rotation distortion that rotating a plane will have.

And use the 3D low poly mesh as normal map information to draw the toon shadows on the 2D sprites.

Maybe have an library of 2D shapes to automatically switch based on angle to the camera.
>>
>>1018318
cris, you're nearly 40
the life expectancy in guatemala is what, 50?
make a fucking game with what you have
>>
>>1018318
Congrats, you discovered the Vanillaware pipeline
>>
>>1018318
>>1018322


>>1017899
predicted it lmao
>>
>>1018380
The worst part is that this is not even Cris, he already died like 6 months ago, we'll never have a Cris game.
The larpers can keep his legacy forever

File: Ai Ohto _ Don Ramon.jpg (94 KB, 648x1024)
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I'm creating a video game but I don't know what it's going to be about (I'm just modeling meaningless rooms and some furniture)
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>>1010193
I'm Spencer Shay, the real one
>>
>>1010325
Still wip
>>
>>1005594
Did you see that jill model I sent you a while ago?
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>>1013028
yeah. mmmhhh so good. Ahhh yeeahh
>>
dixon here, the game failed

Houdini is fun and easy!
Pick up a free apprentice version today:
https://www.sidefx.com/download/
251 replies and 58 images omitted. Click here to view.
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>>1018142
>>1018143
>Also worth keeping in mind that when doing vexpressions in like the blast node you test for equality with a single =. In a wrangle you need to use == to check for equality.
Ah that was it. I always wondered what that did coming from a programming background, where '=' is an assignment operator, and "==" is a logic operator. That shit is kinda whack in Houdini but whatever. By changing the text in the Group Field to "@Monkeyhead=1" (or "@MonkeyHead>0" for potentially more clarity), the blast/transform/etc nodes are working as intended. So the workflow is:
>Create vertex groups in Blender
>Export from Blender as a .usdc
>Import into Houdini with usdimport and unpackusd
>Then access the vertex group with @[vertex_group_name]=1 (assuming you want to manipulate the points belonging to that vertex group)

Thanks for all the help, Anon. I knew it shouldn't be that complicated, but I'm still pretty new to all this Houdini stuff. I'm about halfway through the POPS chapter Chris's course. The last question I have for now is why export the file as a .usdc from Blender instead of an Alembic from Blender? I thought Alembics were more common for Houdini?
>>
>>1018148
alembics aren't uncommon but there's a big industry-wide push for USD to become the de facto interchange file format.
sidefx have invested a tonne into this and you'll eventually get to the solaris/LOPs part of houdini that is entirely built around the USD standard.
the USD spec is a lot more than just mesh data, it can store attributes, lights, scene heirarchy, low-res proxies, materialx data.
if you're careful, you can right now export a full scene from houdini, with cameras, lights, meshes materials etc and bring it into something like maya and hit render and it will just werk - if the materials follow the materialx spec only (with no arnold specific nodes) then you can switch render engines as well (hydra delegates) - most have decent usd support now.
there's big-studio adoption, but individuals are still a bit scared of it but it's only a matter of time before it completely replaces obj/fbx/abc.
blender's been dragging their heels a bit and i think there are parts of their implmentation that's still broken (i think they still have trouble converting uv coordinates properly sometimes), which is a bit disappointing, but full USD support is inevitable.
>>
why is Houdini 21 slower than 20.5?
Pyro is slower, axiom too.
MPM is slower
Fluids are the same speed.
WTF?
>>
>>1018208
works on my machine
but it might be the vulkan viewport
i did have to update my nvidia drivers because karma kept failing on my old ones
>>
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>>1018208
it takes 3-4 production builds before things get stable
stick with 20.5 for important projects until then

File: SheWillJump.png (933 KB, 685x601)
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In this thread I will be making a character jump.
Even if it kills me.
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File: 0001-0060.mp4 (956 KB, 1920x1080)
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aaaand done
I learned a lot and gained some confidence with this project. I think my next project would be to create my own mesh, rig it, and animate it.
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>>1016107
try to animate a ball arch bounce in blender, just. just a phere with a bone. you need to learn some fundamentals
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File: xuan-lin-loh-jump-sky.gif (2 MB, 1920x1080)
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seriously I dont fucking understand. have these nerds not experienced gravity in their entire fucking life?
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>>1017013
If it was realistic you wouldn't be able to enjoy the pantsu properly.
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>>1016107
Good effort dude, how well-versed are you with the animation tools in blender? If you're still learning, I recommend taking a look at how to use the Action Editor/NLA. it will allow you to not only organize, but also combine different animation information. I typically use it for movements like jumping and running, but it can be used for all sorts of applications.
>Animation Editor is in a drop down in the Dope Sheet view if you are looking for it.
Another fun tool is motion paths. It's a great way to spot how particular objects or bones are moving and I think it's super useful especially for timing.

Keep up the good work, anibro.

Can we get some filter analysis? After replaying some old games, including RE5, MGS2/3, NFSMW, etc I found them quite useful to hide the uncanny ambient lighting. Even in GTA SA the orange PS2 tint enables you to see the game as its own pocket universe instead of a game that is trying to emulating reality.
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>>1018175
Stupid questions thread -> >>1017954
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>>1018175
Creating a monochrome de-saturated look is effective in tying the image together and make the scene have a specific mood in a way that is computationally very cheap to do and simplify texture authoring etc. Problem is that you live in an era when it was already done to death and everybody have already learned to hate the look because how everything looked that way for ~10 years. Esp the GWOT sepia colors.

Originally I'd blame this on 'The Matrix' becoming such a phenomena that strong tint became a goto mood tool in cinema. 'Black Hawk Down' then invented the piss look that COD and everything that wanted to be COD ran with for another decade.
>>
You should always be doing at least a little bit of tinting and color correction. That's on top of picking your colors and lights properly from the outset.

File: render bottle.jpg (63 KB, 1505x847)
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rate my cosmetic bottle, made from scratch you schmucks ( 5 hours of editing to make it as realistic as possible and they didn't hire me)
1 reply omitted. Click here to view.
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>>1018054
Ya I wouldn’t hire you too, bottle size and box are not optimal which means more cost, damage to the product and angry customers. Serum eye drops don’t have tubes, you have zero understanding the company product. You mark the box from EU but using USA boxing standards. Nothing interesting when looking far away, customers will ignore the product and the white background with almost white box colors will not draw any attention. The serum container in the box is different color than the outside.

You are absolutely not ready for anything related to promotion and marketing.
>>
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>>1018062
>>
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>>1018093
>>
>>1018054
Everything is flowing
lights are too strong on top
back round color needs to be darker so the product will look better
box is too big
>>
box is too smooth slap some noise on that shit


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