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File: sun.png (519 KB, 1090x1221)
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been making this lowpoly slop for fun. might texture it later
1 reply and 1 image omitted. Click here to view.
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Yum!
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>>1027623
>Vanilla
Mehh
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>>1027623
Looking good!
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>>1027623
that's a weird way of serving a pancake
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>>1027628
>pancake

File: thumb_v3_me.jpg (365 KB, 2500x1406)
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*teaches you nothing*
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>>1024352
Well, something I can recommend is actually using procedural shaders over hand painted textures. There are some time where you may need to paint a texture, but doing it procedurally allows you to keep from making essentially the same asset a dozen times when you start animating more. It’s actually the reason I switched from 2d to 3d, because I’m able to make texture creation much more intuitive.

So, my recommendation for doing procedural textures is that there are three main nodes you’ll use: the different noise nodes, mix nodes, and color ramps. Already that has a ton of versatility.

You want a cracked glass texture? Use a distance to edge voronoi with a color ramp. You want to make the different spots of that texture show different things? Use the color ramp-voronoi as the factor in a mix node, and put more textures in the color slots. You can really just rinse and repeat for most other uses. You can even turn those noise textures into a bump node for a shader.
>>
>>1009405
The first mistake is assuming the Donut tutorial is about learning how to make a donut, because it's not.
It's about learning the interface and a basic workflow. It uses the donut as the means of conveyance.
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>>1009546
This. It's not a doughnut tutorial, its a UI tutorial that uses a doughnut as the medium.
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>>1026361
I would say use hand-painted for specific objects or styles (or if your GPU is shit like mine), procedural otherwise
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>>1009643
if you cant spend 2 seconds googling blender viewport navigation and reading the probably 2 paragraphs of necessary information that definitely exists as your first result via their documentation. youre the problem. Learning software is about reading documentation. The sooner you learn that the sooner you can drop tutorial slop. You have the words "viewport navigation" in your head. you know what it means and what it should signify in a 3D application. the only informaion eluding you is exact controls. hmm if only there was a place for every proper software that has exactly all this information and is typically searchable?

File: geometricshapesstill.png (626 KB, 1106x985)
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This is a render I made to help me understand light and form, It was made in blender is there any tips on how I can improve my stills any settings that I missed
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>>1027508
That’s noob level, you need to learn rbg, individual model lighting and moving the light. Only then can you learn the advance lessons
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>>1027506
You have the backdrop, after that the 3 point lights and the hdri are the most basic things, and after that you can take a look at directional lights and volumetrics.
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>>1027511
>That’s noob level, you need to learn rbg

rgb will come right after this (i will not grind these)i just wanted to see if i can improve on rendering,any settings i missed,if the lighting position is bad im focused on values for now as i get a better understanding ill move on
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>>
>>1027587
hehaha pepis

File: pacifica 2026.gif (704 KB, 400x400)
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pretty happy my style is evolving and becoming better.
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Kill yourself, Cris
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>>1027442
Why are our models so ugly? Is everyone watching a 3d modelling course we don't know about? I just want to make a cute anime girl ffs.
>>
Test

File: slywink.png (248 KB, 640x438)
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need advice on setting up corrective shape keys,how do i set it up so that a driver automatically activates when my model bends its elbow?how do i set up a driver bone that follows the rest of the rigs movement but only activates the driver when i click on it and manually move,rotate,scale,etc?sre there any addons or geonodes that can help me with this?
2 replies omitted. Click here to view.
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>>1026635
Those are basic driver stuff, not geonode shenanigans or whatever. Just watch 5 minutes of a basic driver tutorial and you'll be golden
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>>1026635
you mean you want some kind of adjustment bone? it's the same as normal driven shapekeys then, you just have a non-deforming bone parented to whichever part of the arm which will control your drivers instead of the joint bones themselves. watch a basic driver tutorial as >>1026641 said
>>
A while since I've done this. You'd want to use the eulerangles of posebones in your drivers.
Blender has some sort of autocomplete for selecting an armature and it's bones for driver source but that doesn't work. It has to be posebones.
Also found this:
https://extensions.blender.org/add-ons/easy-driver/
Probably easier to set up. They show the exact use case you mention.
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>>1027410
holy shit this is exactly what i needed thank you
>>
>>1026635
imma be so real, use corrective bones instead.

https://youtu.be/Zx2LtlZqG3g?si=5P9qMx-SK79XTZRl

https://youtu.be/Zx2LtlZqG3g?si=5_cBg4-ljqlAxiDi

theres def gonna be a time to use shapekeys, but i cant be fucked to learn drivers when the sound of the impending nodification of blender on the horizon.

All we need now is a node for shapekey fields themselves.

File: images.png (15 KB, 447x447)
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>how do I?
>how do I?
>how do I?
>how do I?
>how do I?
>in blender
Yuck. Post your models already.
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>>1025899
Newsflash: He was never here.
>>
>>1025902
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>>1025829
https://files.catbox.moe/ivjfac.png
How do I eat ass?
>>
>>1025845
is he wrong? you fosstards always act like cultists
>>
untextured cuz i got professor calamitous syndrome (and my autistic ass wants to make katana ito wraps 100000% accurate but that bullshit knot on the cap pisses me off)
but here u go

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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dixon here, the game is alive. but no pics for now.
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dixon here, I lost
>>
Dixon here, I'm back 3D modeling my game.
>>
File: Capture.jpg (36 KB, 1200x1200)
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FINALLY
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>>1005594
You are not creating a video game.
What are the mechanics? How do you play the game?

As you said, you are just modeling meaningless rooms.
Write a game document first, get off the computer.

>Bit about me
Been doing mostly hard surface modelling for 3 years.
get asked to do a character model for my friend's Gmod server.
he likes it and get me a gig with some higher paying people.
I don't skills to properly do human characters so I'm going to learn.

>picrel
Halfway done 3d mesh that'll allow me to modularly create different types of male characters with deforms and other shit I might need.
feed back is welcome. Some sources for doing human anatomy are very much needed.
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>>1027510
stick to one thread, newfag>>1026156

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does anyone have Crashsune’s low poly character tutorial from Gumroad? he has the exact style i want to go in terms of making models for commissions for but i dont want to financially support a tranny
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>>1025533
the only thing his character models is good for is squeezing semen out of my penis
>>
>>1025533
>>1025647
forgive my ignorance but for someone who's starting out what's exactly wrong with them aside from him being a tranny of course
>>
>>1025533
There's zero difference between the Gumroad course and his free youtube course and all his models are just Megaman Legends Roll studies with different props.
>>
If you need a paid course to get onto crashune's level then you should just give up and kill yourself.
>>
Crashsune is yet another beginner grifter and the posts here are all justfied.

File: Alice.webm (1.04 MB, 512x512)
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>>992897
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File: PlaceholderChan.webm (3.67 MB, 1024x1024)
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Meanwhile I've also made an upgraded Placeholder-chan model based on the new Alice model.
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>>1017914
>my name is not important
>>
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File: .png (290 KB, 670x801)
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Testing cloth simulation brushes
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File: Alice.png (485 KB, 846x744)
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New face and textures, Alice is a nickname.

File: file.png (158 KB, 360x360)
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After seeing the new chinese video model (seedance 2.0), I'm completely blackpilled.
I think 2d and 3d animation and visual effects work are going to be over in ~5 years. You'll have a handful of senior, legacy people, mostly in comp for clean up, but I think everyone else is toast.
There'll be a short transition period, where you'll have VFX departments that are mostly comPrompters (already happening), but those positions won't last long.
It's actually over.
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>>1025960

cope
>>
>bot spacing
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>>1025970
>flips around
>front snaps to the back
two more weeks I guess lol
>>
>>1025632
>but anything that needs art direction and precise changes will remain
so basically you said the same shit he said with different words
fag

bulk of the work will be AI
some very very elite rare talent will remain for cleanup
and thats that. no more entry level art jobs will exist.
>>
>works in advertising
it’s over for everyone, photographers especially. high end AI has no problem creating photorealistic movies. it’s too easy to have one person type in prompts and pick images. CG is DEAD.

File: walmart 3D pen.png (461 KB, 715x664)
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I want to buy a 3D pen for general repairing purposes but I don't know any specifics or details about the different types of pens/ plastics they use to be most efficient

anyone got any experience they don't mind sharing?

plastic weight load strength would be most informative
>>
>>1027304
/diy/ will be better able to help you, this has nothing to do with 3DCG
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>>1027305
why thank you
>>
>>1027305
chud, this is 3d printed items. so its 3.
>>
>>1027316
/3/is 3dcg. So you'll post about real 3d items if you wanna argue semantics and get no useful info, or you'll post on /diy/ and immediately get quality advice because it is their domain and they know it well.
>>
>>1027316
>>1027325
I think a better argument is its 3D printer related, and uses the same types of filament, so some people here could help OP.
Plus /3/ isn't exactly hurting for thread space, so there's no need to be exclusive and try to kick people out.

File: IMG_7662.jpg (83 KB, 1325x1226)
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Post and discuss project ideas, WIPs, etc. If you want to upload a file, use a cat/litterbox file or an upload on a reputable 3d model sharing site such as Sketchfab. Don't post anything blasphemous and have fun.

FEATURED: https://www.renderhub.com/jofox/jesus
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>>1022477
based, shitskins should be gatekept and deterred from 3d since they have no creativity and ruin everything. it's a white christian mans hobby and job.
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>>1018028
I can fap to this. Good job!
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>>1024233
Uwotm8?
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>>1025991
this is what /pol/ told you
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>>1022477
>https://pilgway.com/page/our_voice
>with love from the ukraine
kek didnt the ukraine ban the orthodox church
fucking kek

File: 17700638823.gif (3.95 MB, 672x504)
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I don't really know anything about 3D graphics but I do have background in animation so I need someone to verify my opinion/observations,
and also show off your vfx work if you'd like.

Recently I've developed a habit of just analyzing the visual effects of the games I'm
playing, and I'm realizing and honestly surprised that so much of 3D visual effects is
really just putting 2D animations and textures on top of invisible 3D geometry (that may or may not be animated as well).
>There aren't 6 trillion particles to that create that swirl of dust during a powerful hit, it's a brief 2D animation on top of some double helix geometry.
>That smoke coming from a chimney is a 2D animation on some kind of billboard plane.
>That river of water or waterfall is - yet again - just some fancy noise projected on top of some invisible geometry
>etc...

The reason this is kind of a big deal to me is I used to really specialize in 2D visual effects.
Frame by frame using a ton of gradients, shapes, particles, lines, glow effects, blurs, flickers, textures, etc.. and doing all this shit by hand.
And so when I would try watching tutorials on how to make 3D visual effects, I realized that it's a VERY similar process that I used to do
with 2D. So much of that shit really is just getting down and dirty with your tool and having a bunch of tricks

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>>1027343
There's a Diablo 3 presentation, gdc I think, where they explain all the vfx mileage you can get from combining 2 scrolling textures in different ways, well worth a watch
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>>1027343
i (a retard) would agree that yeah thats like 85% of 3d effects. but the last 15% is custom shader code and geometry node shennanigans. so it depends on how ambitious you are and how limited you are willing to be

Houdini is fun and easy!
Pick up a free apprentice version today:
https://www.sidefx.com/download/
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>>1027264
oh also re: the specific thing that's happening in the solver.
1. vellum solver (with the exception of pin to target) will only read attributes on the first frame of the simulation from the original mesh
2. if you want to change values of contraints (or any other part of the geo) you need to do it inside the solver itself

so all that's happening in the wrangle is that the restlength of the the masked parts of the sim are increasing over a specified frame range, which you can use to 'inflate' certain parts of the mesh in this case.
but the important bit for sims (not just vellum) is that if you want to update attribs, it needs to be done inside the sim, just naively animating it on the geo before the solver will not work (although you can read those animated values from inside the sim via a wrangle and update that way, but again, needs to happen inside the solver/dopnet)
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>>1027264
>also re your specific issue, try the vdb proxy generation method in the hip instead of a straight remesh as converting to vdb and back to poly will clean up any interior geo that might cause trouble and creates a nice watertight shell. can help for some models.
Right, that's a good idea. I think I tried that before I realized I needed to use a time shift node. I remember hearing that this was a good method for closing holes in a mesh. I thought that sims played nicer with remeshed geometry? So shouldn't I use a VDB+conver+remesh and send that into the sim?
>>1027265
>so all that's happening in the wrangle is that the restlength of the the masked parts of the sim are increasing over a specified frame range, which you can use to 'inflate' certain parts of the mesh in this case.
Ah I see. That's handy to know. Inflation isn't my fetish, but that's handy for changing attributes during the simulation.
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>>1027268
>I thought that sims played nicer with remeshed geometry?
yes, in the hip i'm just using the new quadremesher, but just regular remesh will work as well. just don't use the vdb convert to polygons output raw.
also worth mentioning that vellum solver is sensitive to tri vs quad geo and will get you different looking results - mostly important for cloth sims, and resulting folds.
>>
Any of you actually works (freelance or as an employee) as a Houdini artist?
I'm a software developer making 400/500€ as a daily rate. I'm getting more and more comfortable with Houdini/Unreal (I'm more on the technical side of these, I'm interested in creating pipelines between the two and procedural modeling).
Out of curiousity, I checked the rates for Houdini artists and I was shocked to hear that the range goes from 400 to 1000$. So I'm serioulsy thinking about making the switch since I'd rather do that in the end (gamdev is my hobby but I fell in love with Houdini for real).
So I got questions. How's the job market for Houdini tech artists ?
Are these rates real ?
Oh and what would be a good portfolio to get answers from recuiters?
And do you have anything to say about this line of work?
>>
>>1027379
The rates are real but only upper stratum working with big clients get it. You need to get your foot in the door with a stellar portfolio and some experience. Getting social media, releasing free and paid tools etc. Look at other pro houd tech artists and see what their portfolios have. build your brand and identity. recruiters are not a good way to get jobs in my experience, you have to do it yourself


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