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itt we post /3/ stuff that makes you go "huh."
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>>
>>979187
I'm not making a skull, it's a face
>>
>>979021
>I wish this shit worked with stylized heads and topo.
Oh it absolutely does.
It's purpose though is to make retopo faster for similar models. So if you're doing a ton of normal human faces you only need one finished good topology head.
If you make dog heads or something, just have 1 good topo dog head and you can do the same again.
If you always for some reason do completely different models each time then yeah, it wouldn't be of any help in your case
>>
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>>977858
>>
https://www.youtube.com/watch?v=DNxK4tN65_g&t=1771s

here ya go guys
>>
>>979677
That's not as strange as I expected. It's still weird but I can see the appeal. I might try it soon.

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Hello, ive been working on game on my free time doing models, animations and levels, problem is im not able to find a programmer for this to work with revenue share. Yes i know its hard to find people to spend time in an unpaid project and yes i know my models aren't AAA but in my opinion they look decent.
I have been looking for programmers on reddit and most of the time the just end up quitting after a while
Basic game loop is similar to Deep rock galactic and Lethal company, pretty easy to work with them and popular Hiring one is impossible for me now.
Should i keep working on it and then try to find someone? is it even worth working on it ??

Some images: https://imgur.com/a/siqaPl6

sorry for bad English
thanks in advance
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>>
>>975739
Cris does that all the time.
>>
>>975720
eyo sorry for he late replies
there are propably somewhere to 12 unique ones and the rest of the itemes are resources, craftable etc.. these are a bunch 20+ maybe

>>975739
Thanks but that would be impossible for the limited time i get
>>
>>975745
So what i did was creat an "Item" class that held all the data every item would have. For me that was a name, value, weight, and an icon. Then particular items like crafting materials, clothing, consumables, etc had their own classes descended from the item class. All of the items were held in arrays held in a globally accessible object.
The actual player inventory is arrays of a class that just holds 2 integers. One int is the index for the item and the other was the quantity of that item the player posessed.
>>
>>975750
incase you're super duper newb.

You know how when you make variables in unity they pop up in the inspector?
like yout type:
>public int money = 0;
and in the inspector on that component now there's a little number box called "Money". You can make your own thingies to put in that list. They're called "Classes"
So if you make a new c# script in unity it automatically types a bunch of shit. Up near the top there's like
>public class MyScriptName : MonoBehavior {
the "MonoBehavior" is another class which your script is <inheriting> from. So your new class has all the special properties of a monobehavior automatically. And if anyone needs to talk to a monobehavior they know how to talk to your new script.
What you can do is replace "monobehavior" with "System.Object"
"System" is a box of special objects that belong to the operating system. The unsexiest most generic things. The "Object" class is the most generic type there is. So when your class inherits from the object class you're making a brand new thing defined by you.
One extra thing is to add a little market that let's unity know this is the kind of thing we want to show up in the inspector, right before the class definition.
So try this out (remember to delete the update and start functions)
>[System.Serializable] //this lets unity know to print it out in the inspector

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>>
this eclipse bussin fr fr

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Is it possible to sculpt ths in Blender? Why or why not?
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>>
>>979678
You're completely right, but I've learned how to use it now, so I don't care.
>>
>>979681
stockholm syndrome
>>
>>979257
It would be practical to start off in Blender and add the final details in Zbrush.
>>
>>979715
why would that be practical?
>>
>>979717
It sounds like I was advocating that as a superior workflow, but the point was that you should at the very least use ZBrush for the finder details, because it can handle higher polycounts and it has sculpting layers. My suggestion assumes that OP wants to use Blender to sculpt it, most likely due to being accustomed to it.

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tutorial GOAT. bob ross of 3D

so many of these tutorial people are unpleasant to listen to. having a nice voice is more important than indepth autistic knowledge, especially at the beginning stages when most of the information is variations of the same shit.
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>>
>>978609
i feel bad for this guy. for all the hype this film got, only 80k views in 9 days is an objective failure, especially for his channel size and for how much shilling this film has had from other creators like grant, p2design, smeaf, etc. honestly it's kinda boring and slow paced and seems to be targeted to kids. which is weird coming from a guy who's made jiggle physics tutorials, something tells me his audience isn't in grade school. but at least he accomplished something, unlike me kek
>>
>>969823
I wish Adobe didn't lock my pirated Photoshop copy. the things I would do to this motherfucker's smile...
>>
>>979898
Buy Affinity before it becomes subscription based. It works just like Photoshop including the plugins. The same money you spend on Photoshop can be spent to save 10000000% more on Affinity.
>>
>>979899
yeah I was thinking that but I keep putting it off because I'm too lazy to learn new UI.. but buying it just in case it becomes subscription only isn't a bad idea
>>
>>978609
>>979804
I think it was simply underwhelming. You hear about this magnum opus film five-plus years in the making, and it's... blob shapes that aren't even rigged. Disappointing.

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>Pirate Maya3D
>Search "How to do [ ] in Maya3D
>90% of tutorials are how to do it in Blender

WTF? I thought the shit posting on /3 was a joke. Blender has taken over.

Best I could find is Mike Hermes and Academic Phoenix Plus, but there are a load of special effects they don't cover.
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>>
>>979823
just use "how to * in maya, -blender " it removes anything that has blender in the title , blender cucks exploit youtube Search Engine Optimization for even get into other software searches
>>
>>979909
It’s a very rare used tool for mash and doesn’t exactly have a name. Seeing the video will explain more.
https://youtu.be/2dzAIW2oUQQ
>>
>>979912
I don't exactly know what MASH is supposed to be (some auto generator for those pillars? "music bars"?), but you can definitely drive things with audio in Blender.
You simply bake the sound to an F-Curve. And use that to drive whatever you need. It won't automatically make a bunch of synced pillars, but there's ways you can do that that aren't very hard.
Speaking from personal experience, it's a bit shit to use a full song as the driver for animated elements in any software. Simply because you're using the entire thing and just amounts to visual noise. You don't really get any kind of separation between different instruments. It's much more interesting if you have individual tracks to drive things separately.
But at this point I think I'm going a bit off topic.
>>
>>979934
i didnt read your guys' conversation but MASH is just one of the available built in add-ons that you can turn on in Maya with useful features for dynamics with better performance and instancing geometry in interesting ways that can stack like modifiers. its really easy to make the sort of junk that would be projected on a big screen while music is playing at a show or shit like that.
>>
>>979939
Ah then yeah, I can't say other software has anything like that. At least as far as making something super fast that'd run at a show.
Geo Nodes maybe if you keep shit simple, or the extinct Blender Game Engine, but maybe I'm still kind of misinterpreting what it's for.
Still it sounds pretty neat.

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i want to rip the Transformers models off the chinese PUBG mobile, is there a way to get them? tried asset ripper and ninja ripper but neither worked
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>>
>>979121
https://www.youtube.com/watch?v=0frsuRmJx2w
>>
>>979127
>>979129
tried both, didnt work
>>
>>979231
anyone else?
>>
Just eyeball it. It's over
>>
>>979713
fuck

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/wip/ - Works In Progress - Impostor Collage Anon Edition

Hey degenerates OP here, I made this here collage to honor the OG. All hail collage-kun, he's the best of us.
Anyway post your work-in-progress projects, recently finished projects, or things you'd like critiqued here.

Previous thread: >>972982

List of free resources: https://pastebin.com/cZLVnNtB (embed)
/3/ Discord: https://discord.gg/gbYCEBPuK2
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>>
>>980339
Welcome to 4chan
/po/ and /tg/ can upload pdfs but /3/ can't upload gltf or obj
>>
>>980339
to be fair we also hit bump limit, only it takes ages for the thread to 404 here
>>
>>980341
I think /gd/ can upload PDF as well, SVG too (I think), but I can't remember if SVG is sitewide or not.
It'd be neat to upload models, but I can't see anyone that does the dev for 4chan taking the time to do that (and optionally a viewer) for this little board.
It's a shame we can't get like a plugin/script or something that embeds it+viewer via catbox. Like how on /h/ (/hdg/ specifically) with a greasemonkey script you can upload via catbox with a button next to the file, and the script automatically links it with generation info and stuff.

Not to mention they have hyuuuge image limits. It ain't fair, and there's no one to fix it. /3/ isn't dead, but we sure are the kids that go to class outside of the school in the little "annex" that's just a fucking trailer. /3/ is the trailer kids.
>>
>>980368
SVG isn't available anywhere. I would use /gd/ if it was, honestly.

>/3/ is the trailer kids
I don't see genuine counterculture anywhere else on the internet except on /3/ and /v/'s fanart/music/gamedev threads. If /3/ could upload gltf it would probably lead to a 3D forum renaissance.
>>
>>977313
NEW THREAD
>>980444
>>980444
>>980444
>>980444

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You there anon who works with UE4

How do i fix these blocky shadows? looks something with their resolution
i already tried those commands:
>r.Shadow.CSM.TransitionScale
>r.Shadow.FadeExponent
>r.Shadow.DistanceScale (seems to increase visibility but lowers overall resolution from closer pov)
>r.Shadow.RadiusThreshold (dont changes anything)

Its dynamic shadow using one point of lighting from the window.
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>>
I simply live with the blocks
>>
>>973933
just enable ray tracingb ro
>>
>>973933
Depending on the glass the light goes through, it can look very much like your pic
>>
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>>973933
prolly this my guy. in cg you usually want the abolity to alter how drastically the shadows fade from sharp to soft like they do with real lights and the sun. 1.2 is the typicaly number that works beat for a directional light in maya to appear sun-like.
>>
>>973979
Suggests to not learn optimization

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Why does his VFX feel so cheap, lads?

https://www.youtube.com/watch?v=W_8fPy2V2mQ
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>>
>>979496
I don't understand. Who will watch this knowing that AI will make this without effort soon enough?
>>
>>979539
I don't understand. Who will post/read this knowing that AI will post/read this without effort soon enough?
>>
>>979496
>using blender
>>
>>979539
>Two more weeks bro!
>>
>>979496
>dude couldn't even be assed to take his fucking glasses off so they're just clipping underneath his "cybernetics"
Fuckin lazy.

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the eternal debate...

spoiler: only Z-Up is based. Z-Up came first in history, so it must be right. CAD enginners and cartographers used 3D graphics long before any of you animators dicking around in Maya.
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>>
>>973509
But I'm looking at nodes on my monitor, not my desk top.
>>
>>975970
Nigger go back
>>
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>>977966
>>967238
>>967244

>>967255
>This is 3D where XY is the ground plane.
>>967299
>Y is up as told by math,

Daily reminder that Z is up because this is how planes navigate.
>>
>>972666
Satan is correct.
>>973339
Fucking NERD, stop overthinking the simplest shit and get to work.
>>
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>>968471
>what unit are the units?
>"nah bro its unitless"
>default gravity is 9.82

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I've been running integrated graphics on my ryzen 5 5600g and I keep getting crashes during renders, I assume the 500mb vram keeps running out or something
anyway I figure I need a GPU, Im looking at either an rx7600, rx6650 xt, a770 if I find a good deal, something like that

curious to hear what you guys are running
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>>
kill me guys I have a 3080 but it crashes under load so I have to render on CPU
>>
>>962799
I use an old GTX 860m. It works great but the laptop shits itself if I try a softbody sim
>>
what is better, gigabyte 3060 12gb or a 4060 8gb?
>>
>>972016
How big is the price difference from where you are? I think 3090 would be better unless you really need the fancy pants new features on the 4080 super. The 4080 super is technically the more powerful card bit VRAM is VRAM
>>
>>978576
better for what? what are you going to use that card ?

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3D inspo thread - what gets your poly goning?
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>>978205
>>
https://www.youtube.com/watch?v=4LNrzzdNEI0
>>
>>975177
>kino robot art style
>rich after decades of grinding
I have nothing but admiration for Cawthon
>>
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I really like the PS1/PS2 aesthetic. Another inspiration is the Mask of Light movie. Though, I doubt I'll ever be able to make something like this.
>>
>>975357
I wish there were more modern tutorials on how to subd like this. I feel like a lot of people jump straight to sculpting and retopo for things that absolutely don't need it just because wrinkles are involved and most of what you find online now says wrinkles = sculpt.

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Hopes for Maya 2025? It should be dropping in a matter of weeks.
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>>979024
post your work first
>>
>>979014
no professionals browses this shithole website
there's nothing here anyone can learn from
>>
>>977063
Dd they fix the accursed crashing issues and instability from 2023 and 2024 yet?
>>
>>979146
it only crashes if Your system is unstable. If you dont upgrade your motherboard BIOS and your RAM timings are unsupported you will crash maya. If Your system is stable, it wont or will very very rarely crash.
>>
>>977564
I feel like even though Maya receives next to zero publicity or tutorials these days on YouTube that doesn't necessarily mean the software is dead

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Stylish tacticool reloads
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>>
>>979151
I came late to the party and bought RDR2 the other day when it was on sale. Switched to first person and riding a horse was one of the most nauseating things I've experienced. Switched back to third person after about 10 seconds. I know you can probably turn it off, but I don't like Rockstar's stuff in first person. Mainly because they have this really weird control system (not sure if it happens with kb+m) where when you turn you sort of "lock" further around. I don't know how to explain it but I fucking hate it. It's not smooth like every other game I've played in first person. Best way I can describe it is like
>You're facing N
>You want to turn NNE
>You slightly over shoot NNE and it locks you facing NE
It just feels jarring. Someone will know what I mean.

Getting back to that head bob thing, the whole reason people get car sick is because their body is stationary while the scenery is changing rapidly. Same sort of thing is true with the head bob. You're sitting stationary but your vision is all over the fucking place. I don't know why anyone would think this is a good idea.
>>
>>974795
wtf is this black magic sorcery
>>
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>>979290
it's not perfect but it's the best 2D imitation i have seen yet. Once you watch it enough times, like >>978226 says, you start noticing the parts that are 3D anyway, like consistent line quality on pose movements or the background, but the camerawork and usage of 3D as more of a, in a way, drawing medium for each frame rather than a complete animation tool still hold up to sell the illusion long enough to make it god-tier.
https://x.com/giwono0708/status/1637231593432707073?s=20
>>
>>972356
this
>>
>>978226
The fact you have to watch it that many times to pick it up means that the illusion works.

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They thought moving smooth feature to modifiers stack was a good thing but they made it even worse
https://www.youtube.com/watch?v=oNGnNRoiKBU
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>>
>>979584
No it doesn’t, the official website documentation for said code clearly says so: https://help.autodesk.com/cloudhelp/2024/ENU/Maya-Tech-Docs/Commands/undo.html

Video clip showing the settings: https://www.youtube.com/watch?v=xf5UXU9-ePI&t

In case you’re still going to make up bullshit, Wikipedia also has an entire article telling you how it works: https://en.m.wikipedia.org/wiki/Queue_(abstract_data_type)

It’s over, you are crazy one here.

>>979583
You’re crazy, save state is save state, you know like saving current event. A different method then undo, redo and replace. You are going crazy over the concept of undoing 7 days work to bring back the cube. This is how the industry works, the boss demanded magic of undoing the problem then it should happen. You are never going to win this debate, you aren’t qualified to do such actions and put shame on the blander community.
>>
>they thought removing the musgrave texture node was a good idea
WHY
>>
>>979743
Because apparently you can emulate it using 15 other nodes.
>>
>>979051
Getting my credit card to buy the addons right now! Thanks OP!
>>
>>979744
I mean yeah you can technically emulate it with the way they merged it into the noise node which is cool but like fuck
>>979772
Only the ones you cannot crack


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