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Did sfm set back 2010s animators years? (kinda ignore pic)
32 replies and 2 images omitted. Click here to view.
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>>1014636
actually i think usually limitations breed creativity and so a more limited toolset will usually have more creative results due to having to solve and workaround the limitations.
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>>1014631
Couldn't you just get this effect by playing with the lens?
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>>1023484
Both the lens and the posing are used. You've gotta pose the model *anyway*, might as well make use of it.
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>>1014631
no, it's still used for simple stuff to this day despite being arguably worse than blender for simple things assuming you have all your preferences and render settings established for the style you're after in blender
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>>1022881
I think the key here is just using the Workbench renderer setting and playing around with metcaps. EEVEE might be another possibility given it's a realtime renderer.

Just how groundbreaking was this video back then?
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I haven't watched enough Ahoy and retro computing retrospective videos, but I'd say pretty damn innovative.

Making the characters look like toys was the best move up until the early 2000's when CGI humans started to look well less uncanny AF.
>>
Aw shit
https://archive.org/download/finalPacMan
https://x.com/spongeis6/status/2022153972891742490
We need this converted to other formats right away.
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>>1019203
They did the shields in the original Dune by hand even though they look like proto-CGI.
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>>1019195
i shoulda learned
to play the guitar
i shoulda learned
to play them drums
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>>1019195
Relatively groundbreaking, considering these were the seeds ReBoot came from.

I'd argue there's some things that were more groundbreaking like Wrath of Khan's Genesis sequence, but there really wasn't a lot of things like it outside of commercials or broadcast graphics. And certainly not a whole lot of character animation that weren't simply in-house tests.

How do we fix this atrocious software?
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>>1025367
jews are terrible humans
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>>1024820
There is not fixing that retarded software you have to scratch it from zero and why blender keeps the retard bewannabes 3d artist from real artist. Think of blender as gatekeeping software. You don't want losers ruining autodesk or cinema 4d.
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>>1024979
you are a poojeet.
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>>1024926
>a shitty workman blames his tools.
that's because a shitty workman has shit tools and does enough work to know that the tools are shit
>>
>>1025468
>You don't want losers ruining autodesk or cinema 4d.
Autodesk is perfectly fine fucking over itself, let's be real here.

Blender's not a good program, but let's not lie to ourselves and say Autodesk is any better than the BF in terms of incompetency and how they update and run their software. As someone who's used both programs, they've crashed an bugged out on me frequently, even on higher end equipment.

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What are GOOD courses for 3D animation in Blender?
So far I only found Alive! by Pierrick Picaut. The rest suck fucking ass, but maybe I missed something
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>>1024566
it's the anti-blender third worlder, dont bother
>>
Sorry if this isn't the right thread to ask, but I'm curious about something. When I watch beginner 3D animations, they often move in this floaty, lingering way, as if there's really long and slow automatic inbetweens making them continually lean. I don't know if that's what it is or if something else causes it, but how do I avoid doing that in my own 3D animations? I feel like avoiding this weird style of movement immediately raises the quality level a ton even if you're still inexperienced. But the fact it's widespread enough to be a pattern makes me self-conscious.
>>
>>1025368
Make your key poses closer together, also make sure the character's inbetweens have him/her move in arcs, not in straight lines from one pose to the other
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>>1019453
>If you’re going to learn about animation, you should at least find someone who knows how rigging works instead of paying people like those rich YouTubers who self claim they created videos themselves.

I would also just suggest that learning the 12 basic steps of animation, regardless of medium or program, is also a good start.

People here seem to forget that it's not the software that matters, but the actual skill of the person using it. If you have ZERO understanding what things like anticipation, overshoot, timing or spacing is, then you're not an animator, simple as.
>>
>>1019485
This is 4chan, Politics are unavoidable.

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does anyone have any advice on how to improve this?torsos arent my strong point
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>>1026186
Legs spread apart for the big BWC in my pants
>>
The move tool with a very large brush size
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>>1026186
First thing first:

What is your desired target Poly count.

What you want it for Game engine or for
video render?
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>>1026312
Lower poly count is always better
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>>1026312
Op here Its for a npr video render id say somewhere in the middle

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Anybody has the code that this guy is selling on his website?

https://x.com/dangreenheck/status/2016314279117353111
9 replies omitted. Click here to view.
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>>1026147
Cause no one other than OP needs the code
>>
>>1026152
you go ask for the big dick and do us all a favour
>>
>>1025898
Imagine paying that cunt for his vibecoded trash.
Just vibecode it yourself if you really need it, you can even use his changelog to make sure the features are similar
>>
>>1026211
Sorry bud if I want a FFT wave sim I can just fire up Blender
>>
>>1025898
Just open Blender play with it for few hours and you will get it for free.
And even you will learn something new.

Guy selling it most probably stole code from Blender fluid simulation!

Have nice day!

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Recently found this game on steam. nevermind the gameplay, music etc., it's all shit.
But what stood out to me is the art. How is this feasible with just a 2 person team?
Doesn't seem feasible to me, so i assume that these models and textures weren't all modeled and painted by the creators of this game, but if not, then how would you do this?
I took a close look at the textures, and for example, if you look at a barrel, the individual nails in the wood are all shaded slightly different, which leads me to believe that all of these textures are downsampled from something else somehow, maybe even from photos. But if we suppose that these are all ue marketplace assets that were simply crushed to lower poly and texture resolution, how would you do that and how would you combine all that into a unified art style and avoid the typical asset flip look? There are also some assets like in the next picture where a generic rock or moss photo texture wouldn't really work, because of how it wraps around the 3rd model as if they were created for it, but surely not?

cont.
87 replies and 35 images omitted. Click here to view.
>>
Still thinking about this game, made me want to try and emulate the style like OP. Really just want to play more desu
>>
>>1024760
>maya, zbrush
damn i thought pros all used blender cuz it's the cheapest tool for the job?
>>
>>1024052
>zoomer's first time looking at a low-poly model with 16bit textures with no filtering (or rather just nearest neighbor) applied to them
Come one man.
>>
>>1024434
the absolute state of nu-/3/
>>
>>1024484
>>1024483
>>1024482
this proves that lightning + postprocessing is doing 70% of the work in that game

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fucked up, evil sculpt i just made filled with nothing but hatred and malice
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>>1026238
Built for BWC with the legs spread
>>
>>1026238
Nice rendition of Bobby Lee
>>
Looks like the yellow dude from smiling friends
>>
>>1026238
Nice rendition of JD Vance

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Previous thread: >>997798
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>>1026270
>>
>>1026271
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>>1026272
>>
>>1026273
>>
New thread: >>1026280

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it looks great in material preview but the moment i switch to rendered the way the light bounces off of the model looks like ass how should i fix this?
14 replies and 5 images omitted. Click here to view.
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>>1025805
I'm not entirely sure. But from some of the things I saw grease pencil do, you might want to look into that. Grease pencil can create outlines using curves and geometry, and there's a bunch of customization to give those lines texture.
Grease pencil is even fully integrated into the node system, if you really want to go crazy.
>>
It's been so many years.

I don't know how I accidentally arrived at this ghost town that only had 3 posters to begin with.

Feel free to ban me for this and I'll be back 7 years later or something.
>>
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>>1025808
ended up using images as paint strokes but it dosent look that good from the side but its good enough,thats a good idea though will look into that

does anyone else have any constructive criticism?
>>
>>1025811
Do you have the manually painted normals set to tangent space? If so, try setting it to world space/object space
>>
is there a way to use an object's diffuse texture color for a grease pencil modifier? i know you can set the material to the same but the grease pencil doesn't have UVs right? or can you generate/transfer them with a modifier somehow

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>>1026128
It's the same spammer from the "how do i" threads from a couple days ago only with a different gimmick, killing useful threads is his goal in life and he's merely impersonating the X guy
>>
>>1026139
there are hundreds of people on here. could be that cultist shizo too
>>
I feel like I am missing INSANE amounts of context
>>
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>>1026132
>the poster behind the animegirl and girly chatter is a big hairy dude with a deep voice
Memes never change..
>>
>>1026139

YOu see this foot?
took me 40 mins while watching a tutorial on how to do it.
Only 300 verts
pic related has sub d on for niceness.
Going to work on the head soon enough. Wish me uhh luck.
7 replies and 1 image omitted. Click here to view.
>>
>>1026164
Nice, perfect spot to lay my fat BWC over it
>>
Face progress. I feel pretty good guys

>>1026210
Please don't
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>>1026212
Too late- ahh gnnghh AH *splat cum*
>>
>>1026198
Nig-cel, you sculpt the hipoly and you retopo it afterwards where you can control if you want shitty ps1 polycount or resident evil ultra numbers.

Looks like you need to be punished now. *unzips my pants*
>>
>>1026243
I can't sculpt for shiiee man.

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I see what you did there.
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>>1025484
BVCKBROKEN

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I've heard of people using it for small simple 3d games. What do you think of it overall as an engine?
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>>1026098
>Godot still falls short in visuals and limitations.
Entirely a (You) problem because my daytime job is graphics programming and I know what I'm doing.
>>
>>1026099
no one serious uses godot
all major tech presentation + professional courses + artstation is aimed towards unity/UE

cope & seethe & mald tranny
>>
>>1026104
I never said I used Godot at my daytime job, retard, and by god if I had to join in to the endless Overwatch slop parade on Artstation I'd neck myself.
>>
>use Godot + Blender
>use rigify
>import model to Godot (gltf, deform bones only)
>ez
>animations work
>notice no problems for a while
>try to add springbone
>huh, it's not working
>play around with skeleton some more, notice some mesh parts aren't moving with the bones
>but the animation player didn't have this problem??
Anyone know what the issue is? Kind of a long shot to get an answer here. But I have a tendency of solving my own problems minutes after posting.
>>
>>1026140
Fixed. When making a rigify chain, I had to only give the first bone a type and leave the rest blank.

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AAAAAAAAAAAAAAAA
>please wait a while b4 making a thread
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Upgraded my JTF model
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>>1026338
sailorfuku is done
>>
I prefer the minimalist design.
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>>1026338
>https://take-me-to.space/nZooguQC.rar
That's a downgrade. The original chubby shape look cuter. Also adding the eyes made it worse like Dream's face reveal.
>>
>>1026426
>>1026356
But i do agree that the minimalist designs look cuter.
Ill try to do something. Maybe its the face shape.
Also the eyes/face has shapekeys now so you can hide them.

>>1026427
new bread


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