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File: Capture.png (269 KB, 486x313)
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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/
20 replies and 3 images omitted. Click here to view.
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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
>>
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>>1018098
https://youtu.be/0GyaYoV6Dls?si=jFh1DXHOqh-BfwA-

Here's a really great video on the Shader setup in Unreal, even goes through the textures and assets.
Great stuff, could probably apply it to a lot of different styles too
>>
>>1018098
This is like a decade old. Long story short: it's more about artistry and less about the technology.

A 3D only artist trying to recreate the 2D look is impossible. It's like an Olympic cyclist trying to become a Nascar driver.

ArcSystem Works have decades of 2D animation experience, this is why they were able to pull it off so well. It's the same with that Arcane show. The artists working on it had decades of 2D animation experience.

2D is like a language. If you're not fluent in it then you'll never ever be mistaken for a native speaker.
>>
>>1018099
>>1018103
Some of those slides were translated years ago https://archive.org/details/GGXrd-design-docs

Say I want to make a 3D model of a girl I know and replace Tifa with her in FF7R. What would be the easiest method (meaning easiest to learn and fastest overall) to that end?
3 replies omitted. Click here to view.
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DONT DO IT
it's super creepy, and if you show her it she won't be happy
>>
>>1020418
/3/ is the natural habitat of mouthbreathing sweaty incels and the mentally ill, what did you expect?
>>
>>1020068
get a configurable base mesh, customize to reference, or 3D scan her
then hire her to do facial expression acting and motion capture for gestures with a motion capture studio, create hair, clothing, and put that in the game

it's what Kojima does
that's why stephanie joostenis in MGS V and why Dakota fanning is in Walking Simulator 2

Also similar was done for Ellen Page in Beyond Two Souls
Step 1 = obtain money
>>
>>1020424
3D scanning... now we're talking. Sounds very difficult though... would AI-based photo analysis also work?

Mocap built into the game game so isn't needed (have you seen the mod that turns Sephiroth into Jessie?). I mean the method for turning a model into a game character for FF7R is known... question is how to create it in the first place. Photo digitization probably first step then. What would I use for that?
>>
Stop helping indians with their creepy shit

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>>992897
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Still modeling the clothes/shoes, but now I took a break to try learning how to rig the dress.
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>>1017914
now show her polys
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>>1019445
She has around 25k triangles at the moment.

Currently working on her shoes.
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Meanwhile I've also made an upgraded Placeholder-chan model based on the new Alice model.
>>
>>1017914
>my name is not important

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What are the bare minimum primitives required to model anything? What are the operations? Stuff like Extrude, Bevel, NURBS, etc Is there a glossary or resource that lists every single primitive and actions that can be performed on them?
>>
>>1019988
>>1017954
>>
>>1019988
>Is there a glossary or resource
Press F1
>>
>>1019988
That's a sculpted model you dumb fucking faggot. Did you seriously think humans are made in CAD software?

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This is my first attempt at a Megaman Legends style character for a game I'm working on.
I'm redoing the jacket/torso but if anyone has tips on the face or anything in general I'd really appreciate it.
I'm having a real hard time deciding if I'm being too hard or not hard enough on myself with the turn out but it feels like something is slightly off.
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First attempt at a teacher, I'm not really happy with it.
Suggestions are appreciated.
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>>1019530
All of the characters have a dead-eyed stare, but it is most pronounced on this one here. They look like dolls staring into space. This is because you have a tad too much white space around the iris. If you look at the eyes of the characters in megaman legends, you will see that they avoid the soulless gaze by reducing the prominence of the sclera around the iris.
>>
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>>1019544
I think you're right, I tried going for another style here but I think they might possibly be even worse.
The hairstyle also has to go, my concept art just does not translate whatsoever with the flat shading.
I'll give it another shot soon.
>>
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This is the updated version, I think it's much MUCH better.
Still far from perfect but in all honesty the amount of close up face time these characters get will be pretty low.
>>
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Got some more level design done and a new dialogue box.

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>some guy wants someone to help fix his model
>dudes been whining about it for days
>decide to volunteer
>he sends the model to me
>mesh is very broken
>tons of unessessary vertices and faces
>merge and delete some
>fix the normals so the lighting on it isnt fucked
>retexture and fix the UVs
>send it back to him
>"does this look better?"
>"uh... I dont see a difference, how about next time just let me do it myself"
I fucking hate people
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>>1018729
>I fucking hate people
Me too, but I wish I didn't because I can't do everything by myself
I guess I have to find the right people, somehow
>>
>>1018729
This is why you don't trust randoms on the internet. But you have a good heart. Protect it.
>I fucking hate people
well you're a people too and you're nice and you're not SO fucking special so it's safe to assume there are other nice people out there.
>>
>>1018729
I know why you did it for free and that's validation. Don't dude, these people will pump and dump you, if you got the skills make them pay for them, the person you spoke to in particular sounds underage, lots of little young shits around, those are the worst
>>
>>1018756
Hint hint Janny
>>
>>1018738
>i cried

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>have the drive to do something
>open blender
>stare at cube while alt tabbing back to other shit
>drive slowly melts away
>eventually do nothing and close blender
how do you fight it bros? i used to spend hours learning and practicing, now its all gone
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>>1017471
its possible to lose interest on an old interest retard. move on.
>>
>>1017471
AI actually helps with motivation, because you can just ask stuff you want, it will get some of the stuff you asked for right, but then there will always be small parts here and there you will need to figure out youself even just to understand how to reprompt, and you will be way more willing to study that than jumping on a huge mountain of neverending tutorials without narrow focus. The problem is that AI only works like that for programming/devops currently, for 3d it's way behind.
>>
>>1017471
EZ af nigga. It's called unplugging the ethernet cable & wifi antenna to your computer. Download KoboldCPP and use $MODEL_OF_THE_MONTH to replace google.
>>
>>1017471
>how do you fight it bros?
My knowing the truth: it's not about "drive", it's about you not know what the fuck you're doing.
Learn.
>>
>>1017471
If you have to force yourself to learn a skill you aren't going to make it. The hard truth

How would I go with painting my own normal map from scratch? Experimenting with a better workflow than the traditional baking here.
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>>1019789
>Imagine trying to retopologize in base Blender
I still retopo in default blender, but I only need to retopo manually once every two months on average
I would probably get retopoflow or something if I needed to do it daily

>Softwrap
That looks trippy and I don't like that they're charging 40 bucks for a better shrinkwrap and a grab brush
>>
>>1019789
>>1019790
Yes goy, pay 60€ per addon for every basic feature that you need for it to work properly
>>
>>1019791
i can go onto github or the built-in addon browser and get my features for free
>>
>>1019557
Damn thats a good idea
Ive been messing with some 2.5D, this comes in handy, thx
>>
>>1019553
>painting my own normal map from scratch
>better workflow than the traditional baking
lmao no
Here's what you actually meant to say:
>I can't sculpt and I can't model, so instead of learning I'll try to reinvent the wheel and do retarded shit

Some of you might have noticed using Decimate in Planar mode with low angles produces quite tasty results a bit reminiscent of handpainted edge highlights. But also they're often a bit glitchy and the resulting geometry is absolute mess. Did anyone figured out a way to use it practically? I tried baking the normals and it kinda works but it also loses some of the punch. Are there any Blender alternatives to Planar Decimate that do something like this but better? I've only seen something similar in Substance Painter's filters/masks.
>>
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Idk if that's the effect you're after but that's what I'd use.
>>
>>1020362
That's a bit different I think, but that's a cool idea, thanks. Definitely gonna find some use for this as well. Planar Decimate kinda tend to create narrow flat planes on originally rounded edges that look like handpainted edges.

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What's your favorite custom normals editing workflow for modern Blender? I like the simplicity and native feel of built-in tools like "Mesh -> Normals -> Rotate", but it doesn't seem like those tools support customizing normals at the same vertex for different faces separately. I also tried "Perfectly Normal" addon and it's pretty good, but after applying its modifier it bakes normals into "custom_normal: Face Corner - Vector" attribute, while Blender's built-in tools and modifiers bake them into "custom_normal: Face Corner - 2D 16-Bit Integer Vector" attribute. And if you try to, for example, boolean union objects with normals in different formats, their normals will get split into multiple different attributes and the resulting mesh will get broken shading as a result. A workaround I found is data transferring normals from object edited with "Perfectly Normal" to a copy of itself with normals removed, which properly converts them to "2D 16-Bit Integer Vector", but it's quite annoying to jump between two formats if you want to use both built-in tools and addon, and it doesn't seem like addon supports all features of built-in tools to use addon exclusively (for example, you can't rotate normals around axis and you can't "Reset Vectors" - things you can with built-in tools). How are you doing it? Are there better plugins? Are there better workflows? Maybe I don't realize some features of built-in tools or addon in question?
>>
> "Perfectly Normal" addon
I also tried Abnormal but it has UI so hideous and alien to Blender that I couldn't even bother to check which attribute format it bakes in the end.

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What do you 3D model for anon senpai?

No this is not a doomer thread telling you to stop doing that, if you're doing it that's great, seriously I'm happy for you, don't let AI niggers tell you otherwise.

Personally, I'm drowning myself in this endeavour because of how cringe the world around us is, there's a deep sense of dissatisfaction with the way things are in general (personal life, entertainment, job market, the internet) that I prefer retreating into my own little lala land instead. Too weird to be around normal people, and too normal to be around the modern internet-going crowd: everytime I see some cocksucker repeat the same trite fucking meme like they're a human bot or someone post AI dogshit I'm this close to getting an aneurism, I'm not even 30 and I already feel so far behind modern trends nor do I have any desire to engage with them. It's a state of limbo, it's not terrible but not great either, a comfortable dissatisfaction.
6 replies and 1 image omitted. Click here to view.
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>>1017019
I've been getting started in Blender for the shit of it. I do more illustrations and animations, but it's something I ought to do more of. I'm proceeding through tutorials and I'm happy with blindly following along.
>I prefer retreating into my own little lala land instead. Too weird to be around normal people, and too normal to be around the modern internet-going crowd
I'm in the same boat. If you want to chat come to #lolwut on rizon.
>>
>>1017019
Sculpting is fun, and it's something I have an affinity for
I can't say the same for most things in life
>>
>>1017019
I see blogposts but, when we sucking? Do I have to tell you what I do while on my knees or while youre on your knees?
>I make small environments
But it's a good minute since Ive made anything to publish or share. I still practice weekly though. Man, I really want some head though.
>>
>>1017019
Go to /adv/
>>
I wanna be a gamedev and for now I gotta go solo to make a name for myself, I’ll have to be responsible for not only the code but also the art direction, 3D or otherwise and sound design.

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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 think the most valid complaint about booleans is how slow it is especially for geometry nodes. I don't know if it's still as slow as before.
>>
>>1020231
the manifold operator is very fast, but only works on manifold geometry and you don't always make make manifold objects with geo nodes
5.0 is debuting some SDF nodes which could be great for boolean operations in geo nodes
>>
I attempted to learn blender about 3-4 years ago but gave up after the anvil free tutorial. I even spent money on a computer because I thought a cheap laptop can't handle animation. I couldn't stand the fucking TE-TRANNY-GONAL POLYGON rule! it must be four sided or else the colors won't fit FUCK YOU! no wonder it's for free, because how else would you get people to use it?
does anybody know a modeling program that uses triangle mesh in stead of 4 sided mesh? I think that the problem would be solved with a mesh made of triangles, it would be so much easier and logical.
>>
>>1020235
Is that really the best bait you can come up with? This is sad
>>
People use Blender because there's lots of info on it.

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I think blender was created to keep the bewannabes from real 3d artist and professional. Real artist use any tool at is disposal.
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>>1014293
>something is free and open source
>the people who make it put in the bare minimum of consideration when it comes to making it actually useable

it's like nobody has any respect for digital art and how it has transformed our culture
>>
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>>1015096
>fruity loops
>unableton
Get on my level, kid
>>
>>1015096
huh? did protools get cheaper or something? historically protools was the overpriced bs that everyone thought they had to use. logic is like $200. that's really cheap for a fully featured daw.
>>
I'm heavily experienced in Blender and using Blender for a professional pipeline, but I've seen some people in and out of this thread saying that Maya in particular is good for animation. Animation is something I've struggled with "improving my pace" on in Blender, can anyone with experience in both software actually explain why Maya would provide some benefits?
I'm considering adding it to my pipeline, in Blender animation tasks beyond rigging feel far, far too "manual," and the interface makes it very clumsy to use poses, templates, share animations between assets, animate two different armatures to "react" to each (wrestling, machinery, etc.) Would Maya provide substantial benefits in these areas? Is it worth the cost?
>>
>>1014293
I'm curious what things you've been having trouble with in Godot. My team has been working in Godot for 2000+ hours and we've been able to achieve parity with virtually any "major" Unity feature, with some expected (but solved) difficulties in minor areas like optimization and rendering.

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Right girl obviously has more polys, but that's not the point here.

Which one is best ANIMATED?

And why?
19 replies omitted. Click here to view.
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>>1019109
I think the one on the left is more COMPETENTLY animated, it's noticeably more detailed. As for which one is "best", maybe my zoomer mind is unable to look past the graphics but I prefer the one on the right. It has a certain cleanliness to it wheras the other looks a bit too chaotic for my tastes, though it could just be the angle. Plus, for a player character having simple animations can be advantageous as it allows other parts of the environment to better draw the attention of the player (this maxim is undermined somewhat by the bare ass).
>>
>>1020006
>the other looks a bit too chaotic for my tastes
You mean the other one has a flabby butt, kek.
>>
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>>1019109
i like left more, the more natural and characterful feeling of it. feels mocapped and like a human. right is too polished and simple and parametric feeling for my tastes, it's just very generic i guess.
that left example is really bad with the lighting though. looking it up, her ass usually looks smoother and not so obviously faceted.
also, after not being here for years i am astonished to see the same "pn03 flabby butt" thing
>>
though in context each game's animation styles suits their purpose perfectly well. i think if 2b had more natural human animations it would look weird considering how fast she moves and changes states
>>
>>1020064
Well, her butt does look kind of flabby I guess?

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How do i merge vertices together?
>>
>>1019996
the search is F3
>>
>>1019997
I dont get it man
>>
>>1019996
press m
>>
>>1020001
thanks man
>>
>>1019999
F3 and write merge


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