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File: 1HCQ_1A52_GlowingEstrogen.jpg (495 KB, 2560x1440)
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/3/ if it weren't for you I would not have found this cool hobby
I like to take molecular biology stuff from the protein databank and render it in Maya.
I once asked about this here on /3/ in a stupid questions thread and was told where to go and what to do. A year later here I am playing around with cool stuff.
>>
another cool one
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>>1017942
They look really cool anon
>>
that's neat anon. this might be of interest to you as well:
https://extensions.blender.org/add-ons/molecularnodes/
>>
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Still enjoying myself with this. Here's an amphetamine molecule bound to a dopamine receptor.

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No nuke can't stop the Gunt.

Post anything Gunt related or of a Guntish nature

>I want to use the Gunt model

Gunt's model should be here:

https://drive.google.com/file/d/1r0MbQRcUnbRGwzS4wRSYEfjrLFUoP3b6/view?usp=sharing

Old nuked thread:
https://warosu.org/3/thread/918176#p963992
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>>994071
What the fuck is this thread? What the hell is a gung?
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bump
>>1014315
It's life
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>>1010480
I'm looking forward to attending next year
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>>1014315
It's gunt you buffoon
>>
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Glad they're starting to add Gunt DLC to a lot of games now

Did sfm set back 2010s animators years? (kinda ignore pic)
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>>1014852
You're not an artist
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>>1018095
nicely put
>>1017723
If you pose the character into the pose you need it can look flat and stiff, and exaggerating the camera can warp other parts you don't want to look warped like backgrounds. So with forced perspective you can create more stylized images. Basically take the camera and pose the character so that your composition looks good. Very tough to pull off correctly but when it clicks it looks great. Unless you're already an artist working on perspective skills it will take time to develop the understanding of proportions to exaggerate them in a way that feels natural to the eye
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>>1014631
How is pic related? Animators still do this technique with better software
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>>1019161
Pic is related because it's a sfm pic in a sfm thread
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>>1014631
Cool trick for extpersp, but holy fuck it looks cursed from the side.

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In /3/s expert option what went wrong?
Are they really running a UE5 Lumen PBR pipeline with stylized post-processing on top?
Would doing stylized rendering in Unity's scripted render pipeline fix this?
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>>1019051
If it's overloading the shader cache they really did nothing to keep shader count under control and it impacts everything else
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>>1019054
Your theory is they add another shader for every shader already there for the cel shading and then another shader on top of that for the outline?
>>
They probably used a PBR material pipeline for stylized rendering, a shader that could have been defined with 3 parameters ended up required X textures, Y parameters, Z shaders per material, etc
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>>1019078
Nah, my opinion, specifically onwhat went wrong, not how they do the rendering in general, is they have way too many shader permutations. Like, not in a render pass, but in the game in general.

That or the thing that should be able to tell two shaders are really one and the same is not working properly, incurring a memory leak.

This blows up the shader cache size so to keep said cache manageable the game is constantly destroying and recreating shaders, which is markedly not a transparent process at all (like, rebuilding one takes about one tenth of a second). You drawing pass could be hyper optimized and as long as you have that problem it's never gonna be fast

How would you make this in 3D?
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gave it a shot.
i give it a 6/10.
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>>1018989
Too many noodle ends and too much ramen shape but otherwise you did nearly everything in >>1018829
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>>1018572
>be hired for a 3d generalist freelance job
>hey, so we want something like this:

https://youtube.com/shorts/ZNOJIOTzCLw?si=o984RaPJKm89SbE7

Where would you even begin?
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>>1018572
To male it look randomized use physics on a rope with one end constrained, have it curl around some invisible prmitives, also throw in a few toruses to avoid using one giant strand.
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>>1019037
it's just a hypercube doing the traditional hypercube transformation, but when it's on the 'inside' the lines are getting twisted
if you can figure out how to build the hypercube, the rest is easy.

Can you guys recommend me some really good YouTube channel that teach us how to make 3d animation. REMEMBER A REALLY REALLY GOOD YOUTUBE CHANNEL THAT TEACH US HOW TO MAKE 3D ANIMATION

Addition : i'm the same guy who make thread that post “Is there a good channel to learn how to make 3d animation and what's the good 3d software animation for beginner”
2 replies omitted. Click here to view.
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>>1017841
You were literally given a url to Maya’s Learning channel that has professionals talking about animation. There is no better source, watch it free now.
https://youtube.com/playlist?list=PL8hZ6hQCGHMUCSPAEMsjfPMF8YDIg4F4V&feature=shared
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>>1017844
>didnt post anything
Lmao knew you were larping, faggot
>>
>>1017841
But the thing is ever since the beginning of 3D, motion capture is "THE" way to animate. Virtua Fighter did it, almost every PS2 game used motion capture did it.
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>>1019044
why speak on a topic you are genuinely clueless about? jibaro which has some of the best, most unique human character animations used 0 motion capture. you cant motion capture anything beyond humans and a small selection of animals and even when it is motion captured you still need animators to clean it up and push it to an actual good final form.
>>1017841
Pierrick Picaut is pretty much the best there is when it comes to 3d animation basics and his course (you can pirate it) is the best starting point for anyone getting into animation.
>>
>>1019052
>why speak on a topic you are genuinely clueless about?
I am not. Every single memorable character both in movies and video games uses motion capture. You almost never animate anything from scratch. Davey Jones used mocap, Golum used it. Metal Gear Solid 2,3,4,5 used motion capture. Every single 3D fighting game ever released used motion capture. 95% of the games released after PS2 era used motion capture.
>jibaro which has some of the best
No problem with it, artists are weird which is what makes them special.

But the fact is, 95% of the content released in the 3D entertainment industry relied on mocap.

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The program that solved the modeling problem for good and got assassinated by Autodesk as a result.
1. Same interface for decades, already has 99% of tools you need, with an intuitive UI that any non-tech person can easily master.
2. Autodesk bought it, added extremely well Maya keybinds and yet nobody bothered to check the box.
3. When everything else failed, they just pulled the plug.
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>>1018340
i got version 5 cracked for 32bit (got box and disks and sad i left it by my window as it got sun bleached) but 5 had GIGA PLYGON CORE and that made a huge difference on a shitty laptop (1.5ghz cpu and 1gb ram)- it ran better than 3ds max and blender ran like porridge. then 6 added GATOR and better syflex. i wish i horded the 64bit crack keys but i dismissed progress i guess. hope to find them one day- got autodesk 2014 crack anyway. it still didn't have thickness modifier... got pow pc since and blender 2.79 got g.e for fun and 4+ for better better rendering with xsi colour themes THICKNESS modifier, sim stuff but xsi had great ridged bodies but crap host soft/cloth bodies- great toon/ink renderer and high volume particles. it had its restrictions and plugin dependants.
>>
>>1018336
>solved the modeling problem
And just what was that, exactly
>IDS HAWWWD
>>
>>1018354
>but with interactions that are actually easy to learn and make sense intuitively
To you
Using a 2D space to manipulate 3D objects with 2D tools like the mouse is already an issue
>>
Run it in a vm, nuke it everytime the days run out.
>>
>>1019049
It somehow detects the time.

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a thread for discussion about shaders. show off, post exaples from others,your own node setups,code,tips,questions,etc.
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>>1018700
The material definition is the equation plus parameters. Same parameters with a different equation would result in a different material.

As for UE, not quite. Pre-PBR UE versions, or id tech versions or gamebryo or whatever, already had distinctive looks. You'd recognize am UE3 game from miles away usually, or a quake 2 engine game and so on. It's got more to do with the nature of a middleware engine, the goal of which is to provide a ready made toolbox. If you want it to look distinctive, ljke say Guilty Gear Xrd that looks unlike any other UE3 game, you're gonna have to put some elbow grease into it, and it might be pretty expensive.
>>
>>1004856
OP looks gorgeous, how do you get it?
>>
Complete shader retard here, can I replicate this using flat materials in unreal or do I need to use vertex colors?
>>
>>1018727
https://wabbaboy.dev/Blog/FlyKnight-Shaders.html

forgot link ;)
>>
how does the unreal engine eye shader make fake depth for the internal parts? there's no extra geometry in there, the cornea and iris are all on the same shader somehow
parallax/fake depth type stuff? how does that work on non-flat surfaces?

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Have a cinema 4d question? recently started a project? Or simply want to talk about modeling and texturing
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>>1014908
But you have to if you want to become a 3d artist. If you can own it stealing is not wrong.
>>
>>1015175
Nah, maybe in the future. I believe to become a good 3d artist it takes more than relying on "the best software" available. There are many theoretical and technical aspects to CGI. A good artist can create art even if using a "worse" tool.
>>
>>1015185
>you can create 3d cgi with photoshop
Kek
>>
What is C4D good for that houdini and blender or maya or after effects don't do better?

I learned the latter four softwares on my own over many years for fun. But lately I've discovered there's a whole animation/cg/mograph scene in my town and EVERY SINGLE PERSON mains C4D. I'm not mad, I just don't understand it because in the forums where I learned everything, C4D feels like a forgotten product.
>>
>>1017060
It gets shit done. Not as much cancer as the other 3d softwares and if you like to do motiondesign it has great stuff with MoGraph and fields. The pseudo-fluid dynamics with the new particel system is also pretty good (if you wanna go down the dark paths)

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It's over
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>>1018219
Excuse me if I am being retarded but the left image in >>1018216 is definitely not a smash ultimate screenshot. If you look closely, you may be able to ascertain that Kirby has three arms instead of his usual two. Also Ganon's armor is all fucked up symmetry-wise
>>
>>1018358
Looks like the average Blender UI to me.
>>
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You know what really annoys me about playing with AI image generation?
If I share AI images with other people also generating AI images in a containment thread for AI images there will always be some dumb fuck that saves and shares them out of containment to other idiots.
>>1017719
Ironic because I have seen more mediocre artists get dragged into anti-AI witch hunts even when their style carried some consistency to before widespread AI access.
>>1017731
>because it isn't allowed to make flat chests
Stop using web generators and You'll be able to make whatever disgusting fetish you're substituting "flat chest" with. It doesn't matter to me if you actually do pay the nvidia tax and install comfyUI or easydiffusion. But claiming it can't do it simply because you can't is retarded.
>>1017742
Video prompting kinda wanders off as it progresses. Image generation was like that a couple years ago.
>Will [ image -> video ] ever get better?
Who knows. I personally do not care.
>>
>>1017083
>Because it just has to, okay!
>>
>>1009076
>>1015797
>>1009523
AI sloppa
>>1009101
>NOOOOOOOOOOO YOU NEED TO EMBRACE THE SLOP MACHINE OR ELSE YOU WILL GET HECCKING REPLACED OR SOMETHING LIKE THAT
Rumao no

You guys are getting baited by a shitposter that has very noticeable style of posting ("ITS LE OVER!¡!!¡!!¡") to care about this meaningless shit

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whats some reliable means to animate things from walking cycle, loops, idle and scenes
basically calculating physics to get the exact spacing in frames or pose to pose?
>>
what?
>>
>>1018686
You're basically asking for a full unity-style character controller so you're gonna need scripting, either homemade or from gumroad or something.

That being said, for just matching a run cycle this is a start:
https://www.youtube.com/watch?v=MXHW8nAURms
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>>1018686
...the usual keyframe to keyframe interpolation that's in literally every 3D animation program?

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Jobs are drying up. Talented 3D artists are getting laid off. Accept it, it's over. The jobs aren't coming back and AI is going to take over this field. So accept it. Accept it and go into trades. Quit doing this this and do real work. Go be an electrician. Just quit living with your head in the clouds. Move on.
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Stfu ainigger
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>>1017086
>"You're not a REAL artist if you use AI!!"
Gatekeeping art. Lol.
>>
Why are these dogshit posts even allowed. It's always the same Argentinian being smug about how everyone is done for.
>>
>>1017090
now, now ... this is no vocabulary for an incest cracker whore, dear. back to black cock sucking you go!
>>
>>1009159
>Network Admin
if i get my ccna and network+ is getting into the industry easy? also lmao getting a job right now being ez

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Alright started my very first lowpoly character trying to use techniques here
>>1017490

How fucked is it?
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>>1017854
he looks normal
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>>1018467
Man that takes me back. Reminds me of the old Halo Editing Kit tutorials.
>>1018485
I don't think anyone uses these programs for efficiency. I think it's more fun than anything. If they are using it thinking it is more efficient/easier to make "retro" stuff, then yeah, that's retarded. But I suspect most are doing this for fun more than anything else.
>>
>>1017854
Proportions feel a bit awkward, but it looks good overall, especially for a "very first" attempt. Not bad.
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>>1017854
Hands, feet too small. Otherwise looks great for warcraft 3 for example. Fix and texture it.
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>>1018629
alright gonna fix it

.
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>>1018764
it looks to be... 7 years old, how time flies, what have I been doing with my life
https://youtu.be/kbyK_N65YEk
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>>1018765
Not a fan of guys like him, Dannymac and Follygon. The slop:passion ratio is way too high in favour of the slop side.
>>
>>1018767
I kinda miss those times when Andrew Price was the main man when it came to Blender tutorials. Newfags to Blender don't realize how instrumental his autism was in the early days when it came to its exposure and even motivated professionals and talent to try it out. Before fousing on other things, he's had interesting intellectual discussion's beyond 3dcg that you don't get from industry fags and slop tutorials despite being more talented than him in 3d.
>>
>>1018767
>Dannymac and Follygon
Yansculpt and those guys have a cringe sculpting style
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>>1018770
I find the style cringe because they don't bother pushing it to higher heights

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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
An important lesson about providing work for free
>>
>>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


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