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This channel has been bothering me for a while now. The production quality is some of the highest I've ever seen, and the creative team is using a huge variety design tools to make these videos. Despite their popularity, this channel has very little information regarding team size, members, talent or development process. There doesn't seem to be any outside work posted on online portfolio websites like ArtStation or Behance. Where did they come from and how the hell are they so good? How did they nail this rendering style so effectively? What tools are they even using to make this content? Their CAD models are incredibly detailed, the materials, environment and textures are on point (especially water sim) and their lighting setup is almost perfect. I'd really like to apply these techniques to my work if there was some way to find out what the hell they're even doing.

https://www.youtube.com/@MustardChannel
>>
>>994758
Allegedly it just 2 guys, they do take months between uploads and have said they're committed to focus on quality over quantity, the reddit AMA they did claim they use Sketchup for the modelling and render in Lumion.

Are they crazy talented if that's true? yes they are.
>>
>>994758
Ask them
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>>994758
The dude literally credits the person who does the models/animations in the video and description for each vid. And yes, there's even an Artstation link.
Did you even look?
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>>994775
>Did you even look?
You are putting too much credit on people. Dial it down.
>>
>>994775
I did, links aren’t consistent on videos you massive sperg

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Hey /3/ help a retard out, what is Valve using to create these effects in Deadlock?

It doesn't look like polygons but don't look like simple bumpmap/normals either because when you clip into these geometries it's not just a texture on a flat plane.

Also at the end of the webm you can see that the effect breaks at extreme angles.
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when upclose its a displacement map when just a little far away its a parallax map
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>>994695
It would be more expensive to switch between displacement and parallax mapping than just using displacement mapping alone, and ofc using displacement mapping alone is more expensive than using parallax occlusion mapping alone.
>>
Does POM always warps this crazy like 0:30+ at such angles?
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>>994704
There a billion dollar company, I don’t think money is an issue.
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>>994730
Are you feeling okay? He's obviously not talking about money.

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i am making a rat!
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Upload the final result anon
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>>993188
adorable
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>>994606
i can't, it has visible genitals
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>>994680
just censor them or upload it to catbox
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>>993188
Sex

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Monthly reminder that you are doing amazing job and for the people that matter (me, being just a consoomer of 3DCG), all these things I see in this board are really good.
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>>994175
Tnx for the kind words misthios, I shall double my effort.
>>
It’s really embarrassing how much I needed this.
>>
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>>994191
I would make weekly or daily threads but this board is so slow, you would get sick of it.
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>>994387
just keep posting in this thread
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>>994679
I thought about this. I will keep it going whenever I visit.

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Are there any ways to hide the fake horizon line in blender so my render doesn't look like flat render? Especially in city and forest environment?
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>>993328
Yeah... use the Blender thread for questions like this.
Or you know, just hide the horizon by actually finishing your scene.
>>
hiding horizon?? what does that mean do you wanna put stuff in front of the horizon? Then do that. Can also find pictures of some city scape or trees or mountains or something and put those in the horizon
>>
>>993328
that's what fog is for, creating a fading effect into the horizon
doesn't take much, just a little haze will do wonders
adding high contrast lighting features to the pavement can help too since the specular highlights work with the fog to mimic sunlight
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>>993328
use. fucking. references.
if you made a scene like that chances are you have seen a similar image prior

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What is a good way to get into modeling Mecha?
Any good recommended sources to look at?
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>>992967
I'm sure >>>/m/ will have a great number of resources when it comes to getting blueprints of mecha. They do have some guides on gunpla which should have blueprints for them.
>>
It buggers my ass how normies and drawfags think that characters twisted into poses or standing diagonally with perspective are good references.

>>993086
>>993107
>>993290
No problem. I just remembered that High Moon's War for Cybertron included turnarounds of the characters in the game gallery and artbook. I'll see if I can find a link.

>>993216
Sorry lad, I have nothing. Your best bet is to use a model kit itself as a reference.
>>
>>993365
No worries! I appreciate what you’ve given

>>characters twisted into poses or standing diagonally with perspective are good references

For sure. Shit is so annoying
>>
>>992967
>sculpting for simple geometric shapes
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>>992967
Are there any good (free or paid) mech tutorials for Maya?

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your board has suffered greatly so I drew this cube
hope it helps
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>>993358
I’M IN DISBELIEF
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>>993065
looks like bread
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>>993358
holy shit
holy shit
>>
>>993065
Qrd on why /3/ got nuked?
>>
>>994630
like a dozen boards got nuked because some mod went full retard
there was a "we're sorry" thread but not sure if it's still up

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Don't mind me. Doing assets this month
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>>993933
It looks like shit. Question, are you an African by any chance?
>>
welp. It's been 3 days and all youve made is a prism with a texture on it.
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>>994312
>prism with a texture on it.
that is 99% of everything that has been or ever will be modeled
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>>994312
>>994563
Jokes on you, but the some of the most beautiful pieces of 3d art in videogames is creatively criss-crossed image planes.

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look at my donut. i sold my old car and invested in a gayming computer with shitty RGB lights i can't turn off (tech illiterate)

So... how much longer until i'm making looped WEBMs of furry porn and charging a thousand dollars per character commission?

it gets better... right? i feel like a baby just learning to crawl.
>>
>>994131
I can't tell if this is parody or not because some people genuinely are like this
>>
>>994131
>how much longer
5 to 10 years of daily practice (meaning 90% of your work will be DeviantArt beginner tier shit in the meantime), but yeah if you don't give up it's doable.
>>
>>994131
>(tech illiterate)
honestly blender and donut guru will suit you well
>>
>>994131
I was only able to start learning blender after I fucked off from the doughnut tutorials

Will it blend? That is the question.
>>
ooooof.... OP faggotry... DONT BREATH THIS!
>>
>>993750
is it safe to eat food from the same utensil that has produced millions of hours of nasty ass porn? That's why when I'm looking to prepare a nutritious and delicious smoothie, I always start by asking myself, "Will it Autodesk: Maya?"
>>
>>993750
I once ate a tube of girl scout thin mints white watching the entire catalog of these vids back in like 2007. Thought I was going to vomit after.

Last vid I remember is the original iPhone.
>>
>>993756
Our wonderful society has made porn out of every medium possible, and that's beautiful.

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Which photogrammetry software do you use and why is it the best one for photogrammatizing your own vehicle?
>>
>>994202
I don't know how to photogrammatize something sorry.
If I knew it would have something to do withpololarizamation filters and neutral lightinging.
>>
>>994202
Pirate a copy of 3DF Zephyr Aerial. You need a powerful computer and a lot of HD space but its good software that's pretty easy to use.
>>
>>994202
>Vehicle
If you don’t have a matte finish on that bitch already I’m afraid you’ll have to paint it before trying to scan it cuz metallic or reflective surfaces don’t work well with photogrammetry.

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I love VDBs
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>>993823
what is this?
>>
>>994130
Its a cloud spiral I made. I can make any shape into clouds just like god.
>>
>>994120
I can't get rid of those aliasing artifacts-
>>
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>>994336
Why pick something so gay to cloudify?

So I took an animation course and modeling course for my art minor. Both courses specialized in cinema 4D. I wanted to learn Maya so I'm retaking the same animation course but this time it's with Maya. The instructor said however it was a more art focused course and we weren't going to be going deep into the technical aspect of the Maya program. And a lot of what we learned in class were literally covered in YouTube tutorials he posted. Plus my school actually has a lot of Maya tutorials that I can access via the library website. A part of me is thinking taking the course might be pointless and I can just learn this stuff on my own and save my money on the course and focus on doing my major (non art related). Now there are some pros to the course. I did meet another student who showed me some cool things in Maya. I know I generally do better in a more structured learning environment and get more done. So I guess the class would be more worth just to interact with others, and I could say "I have experience with Maya". At the same time the class is expensive of course and I have to commute an hour to get to it. I don't need this course for my minor or major.

So should I stay with the class or just drop it and use the resources to learn the more technical aspects of the program or stick with it to be forced to complete some projects and work with others.
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>>993376
maya has a lot going on with it and it helps to take a class. Otherwise buy the official book and actually read it and actually do the exercises in it.
>>
>>993377
>>993379

I do want to get deep into 3D. I want to be an animator. I'm not in art school, I'm just picking up an art minor at my collage and trying to supplement that with learning on my own. And like I said I have taken this class before just with a different program. Though it seems that the lesson program is completely different and it's a different professor. But also it seems everything taught in this course is available on YouTube on the technical side of the program. My goal was just to learn about Maya.
>>
>>993376
I'd say do it. There aren't a lot of good, high quality Maya YouTube tutorials out there like there are for Blender so it would be worthwhile to take a class that specializes in it and so you can have a professor to help you out during office hours
>>
>>994089
Blender tutorials get outdated, requiring unsafe 3rd party plugins, super specific instructions and will break when the developers of Blender alter one version. The only thing Maya changes are for better quality or faster results in the industry. As many already pointed out, there’s enough of the basic UI for you to learn. You can click on the (?) for more information. Maya channel has a video showing how stuff works. Zero reason why you should go to school learning about functions.
>>
>>993376
>The instructor said however it was a more art focused course and we weren't going to be going deep into the technical aspect of the Maya program
What does that even mean, really?
That you learn how to extrude and you're left to your own devices, trying to sculpt geometrically with basic knowledge of the program?

I'd take it if you're a bad solo learner, otherwise I'd consider finding some deeper youtube tutorialists that can teach you, say, the high-poly+lod0+baking pipeline.

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Would it be feasible for a customizable character to use one shared mesh and just interpolate between male/female with shape keys?
My reasoning for this is to avoid having to make two versions of every piece of apparel, body texture, etc.
I think I might run into issues with animations but that's probably doable via IK and adjusting skeletal proportions additively.
Are there any base meshes that do this already so i can start prototyping clothes/customization?
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>>994246
It's possible but your models will look Californian and diverse. There's a reason why even the most gender abolitionist game developers still resort to body type A/B workflows.
You'll be making 3D art that looks like pokemon go after that update.
>>
>>994258
Yeah that's one of my main concerns. Since women tend to have more topology on the tits, it'll mean apparel will either stretch in an unsightly way on women or scrunch up on males due to the flat chest. Maybe the best approach is figuring out an efficent way to adapt apparel for both genders?
>>
>>994246
>would it be feasible to do X?
>posts a video of X being done
>>
>>994246
It is possible but inadvisable. Males and females have too different aspect ratios in their skeletal structure
so to depict a masculine male and a feminine female you will need two significantly different skeletons.
Different shoulder width, different width hip to how tall they are, different angled spine and coccyx, different length finger ratios
smaller feet and hands to overall height ratio and if you are realistic more flared elbow to accommodate the hips.
From the side view a female really need a lifted ass and leaned back thorax to balance the mass on her butt and breast to look proper feminine.
A male with such a skeletal structure will tend to look like a gay cartoon, so your best bet is to use a more male skeleton and have a more butch lady.

If you are willing to compromise and use a unisex skeleton that is somewhat halfway between masculine and feminine you could hit a sweetspot where
you could successfully depict people that look ordinary and being of either sex.

GTAO is a fine attempt, there you have this every day looking male protagonist and a unusually athletic looking female sharing the same skeleton.
This is done just to make them interchangeable in cutscenes where devs don't know if a male or female character will appear.
Outside of cutscenes they still have different animation sets as they need to move very differently to look the part.


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>>994311
Those are sculpts, not in-engine geometry.
>>994247

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I want to get into something 3D related but I can't tell exactly what

The tools I'm aware of
>Blender
>Unity
>MMD

I've tried doing basic Blender tutorials but I think I don't like modelling much, I don't know, I think it's kind of a drag.

I grew up playing The Sims where you just placed assets around I don't want to make them I think

Is that normal or Should I be wanting to make them? Can I actually be like more interested in idk, animation or building scenes with things other people make??

I watch Iwara videos sometimes and play VRchat so I was kinda interested into MMD, can I do like animations without caring about modeling things? Idk I just feel like I want to put things together without complicating much.


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>>994251
it's okay to use assets without making them, there isn't enough time to learn to do everything by yourself
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>>994251
Newsflash you can do whatever you want, you don't need my permission, now fuck off
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>>994262
I'm better than you, chud.
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>>994251
> placing assets around
That's called mapping or level design. A lot of people make their own maps/mapsets or even whole DLC sized episodes for old and new games using exclusively or mostly the assets from original game.
> I watch Iwara videos sometimes and play VRchat so I was kinda interested into MMD, can I do like animations without caring about modeling things?
Yeah, you can download models and learn to animate and only ever animate existing models without modelling yourself.
Animating requires a lot of nerve and willpower imo. Especially in Blender... For me personally modelling is kinda more easygoing and chill.


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