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File: G3tuK0fX0AAMY0N.jpg (97 KB, 922x923)
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What's the best app for making figurines like these?
8 replies and 1 image omitted. Click here to view.
>>
>>1021060
leave him, he is one of them Blender cultist
>>
>>1021052
SculptGl is written by the same guy who went on to create Nomad, which is better and pretty cheap, desktop versions finally available too
>>
>>1020776
>>1020791
>>1021049
>>1021052
>>1021140
Just make it in Zbrush, the industry standard with the most advanced toolset and features instead of coping and doing mental gymnastics with your freetard software made by hobbyist neckbeards
>muh cost
If you're too illiterate to sail the seas in 10 minutes then you're a tranny or pacifist snoy westerner and shouldn't do 3D simple as.
>>
>>1021052
Only ears in OP look sculpted to me, everything else could be polymodelled.
>>
This artist uses zbrush for most of his work. Works from low subdivisions to high. He's also a 2D artist and knows appeal, the polypaint is a big factor. Final renders are done in Blender. When there's a lot of hard surface he uses Maya. Anons are right, it can be done in any 3d software. There's no shortcuts, just skill.

I remember reading somewhere that old-school video games used to treat illumination through a lens of studio lighting. Instead of simulating rays, they use a combination of point/directional/spot/ambient light to convey the emotion of a scene.
Is there any blog or video that talks about this phenomenon in depth blending both technical and artistic knowledge, comparing different shading models from different era.

Also, PBR materials today is treated as some sort of divinely "correct" way to do stuff. When you talk about disadvantages, everyone gives a handwavy remark of "slightly" less performance. But how much? There are no exact metrics obtained by comparing two scenes that were designed with both traditional and PBR models in mind without bias.
5 replies omitted. Click here to view.
>>
You should light your scenes like theyre a studio because you want your audience to see and enjoy the objects you're rendering.
https://warosu.org/3/thread/996611
>>
>>1017946
>actual artists
all 3d game assets are outsourced to india now
>>
>>1018058
Average indian 12 year old working on AAA titles in a sweatshop for 3 rupees MOGS the fuck out of anyone on this board
>>
>>1018059
he deserves it too, considering
>>
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>>1017944
is this shit?

pbr with crunchy textures

Ok,maybe i asked and get control theory, so what's left is, to...write on a picture? and show how it works? like,in motion? Basically the right spacing, or even timing, or even, drawings
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>>
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The greatest animations ever made were made withjut digital tool, math, or even rulers. All this worrying abkut technical precision is a waste of energy. There's a pretty simple procedure, and if you follow it your movement sells and if you dont it looks phony.
>>
>>1020698
Put this thing in the spot.
Skip ahead in time.
Put the thing in the other spot
Skip to the end
Put the thing in the last spot
Go back to fust after the first spot
Put the thing slightly ahead
Go to just before the second spot
Put the thing just before it
Go to just after the second spot
Put thethung just ahead of it
Go to just before the end
Put the thing just behind the last spot.


Comment too long. Click here to view the full text.
>>
>>1020639
I was speaking in animation.
>>1020698
Hm,
>Phony
How does this operate into walking then.
>>1020699
My only trouble is timing and spacing. Otherwise how does this clarify everything else like looping, queueing... Damn I just thought of that.
>>
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>>1020742
Its a solved science. Youre trying to rhink about "space" but so far you have nothing. You need to make more than nothing first, let it be terrible, and refine it.
In 3d the computer is doing all of the hardwork of figuring out "space".
>>
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>>1020928
Well i didnt post you some
.>computer do
No i dont want computer to do the thing the thing, i want to....do the thing, the thing.
Ok this is very close...like, picture 1 to 2, between..that first pose in picture, to its second second pose...frame p1 to...frame p1-2,so on until p2!
How, is it, done,...so it is, Realistic.
That's all. No need whoel computer. other than... this lil chat of ours. Show example. isnt it easy?

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i made a miku music video a year ago. And here i go over how i made it
https://www.youtube.com/watch?v=UWrapnFTr2E
2 replies omitted. Click here to view.
>>
I'd cum in your throat from that neckbeard snoy voice so you would just gag on it and be silent
>>
>>1021337
There's a report category for that actually
>>
>>1021342
suit yourself, i made threads about this years ago as well. But if ya'll don't want em, i have no issue with leaving, toodles
>>
>>1021328
'gu on the 'log
>>
>>1021347
No one in the vocaloid community remembers your ad, the MTG campaign for that set was worthless and not a single card became Meta in the long run. You’ll only be remembered in the fandom wikis not Japan’s version of the vocaloid wiki.

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Is it possible to make things like this in Blender or is there another program? I want to create psychedelic liquid simulations like this
48 replies and 5 images omitted. Click here to view.
>>
>>1018484
>>1018489
Did I break you?
This is the internet, it doesn't matter that you lost, just let it go.
>>
>>1018499
>Blender can’t be used for science purposes
>Blender can’t do special effects without using plugins or alternative methods
>Blender was not OP choice nor was Maya
>Special effects are often made using real world techniques
Who lost? Biggest crybaby of /3/ and loser. You are given enough information from the scientific community that disagrees with your opinion. All this time you spent was wasting on us by complaining or insulting, not once did you try to create something in Blender. I don’t think you even care about Blender after that one political statement that makes you sound stupid. We don’t care about your nazi opinions either.
>>
>>1018217
touchdesigner?
>>
Yes and no, you would want to look into a fluid or smoke sim for that (maybe using embergen or liquigen as Blender smoke and fluid sim sucks)
>>
I read backwards dam it, I was responding to the first post ofthe thread

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how the fuck does a studio of 30 people total (including programmers, managers) create such a massive game with unique environments and character models?

I struggle to create any environment in less than a month that is going to be rendered in a still frame. what kind of magic do these people do?
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>>
>>1021224
It wasn’t made in Blender, they didn’t create anything. Everything you see in the game was brought in Unreal Store asset or in some other website. The “made in Blender” was nothing but lies in DA.
>>
>>1021230
The power of blender is so overwhelming you have to imagine it was the resilt of a dozen different tools. As an autodesk user it would make sense, since their tools are so limited
>>
>>1021300
No, they really just brought stuff from UE store: youtube.com/watch?v=mEYKF1fCL24

They never used Blender.
>>
>>1021302
Denial is the first step to acceptance, you'll understand the power of blender like you should, eventually
>>
>>1021302
You should tell the lead artist cause he lists blender as used in making the character models on artstation

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Hello, are exported contents (FBX, Texture files) from pirated softwares traceable back to you or your company? I heard metadata could contain your info but it seems people generally don't care enough to check your assets.

i'm looking to use autodesk programs and Substance painter.

if so, are there ways to launder them out? ie. import into blender and export back out.
3 replies omitted. Click here to view.
>>
>>1021282
Then use free software for the 3d part and get the steam license of substance which is like 200, which you can easily get by drawing someone's favorite webcomic character getting fucked
>>
>>1021295
>get the steam license of substance which is like 200
And I get to keep it forever, no?
>>
companies that are too cheap to pay for maya are also probably too cheap to pay you a fair wage. something to think about.
>>
>>1021305
Of course not, chud. Stop being greedy.
>>
>>1021305
You do if you take the one that's not a subscription, but you could just have gone to the steam page to find that out

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I want to make a cartoon about Sonichu based on comics, but I don't know how much time it will take to animate. I have experience in creating models, but I'm a complete noob in animation. I need to figure out if it's worth spending my time on this. How long will it take to create a 3-minute animation in a blender (if the models and rig are ready)?
11 replies and 1 image omitted. Click here to view.
>>
>>1020797
No you do mocap with a video not the pingpong balls
>>
Are there any free programs for mocap? I searched, but I didn't find anything that could be done without money.
>>
>>1020299
make everything look exactly like the hideous art style, and use choppy vertex animation to make it extra shitty looking.
>>
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I think it's going to look like shit anyway, since I don't have time for animation and I'll have to ignore the flaws so that the animation process doesn't take a year. The video will probably look like it was made by a drug addict, although all the curvature of the animation and some models will be the result of lack of time.
For example, I didn't have enough patience for pikachu either, and I made it in an hour. It was fast, but he looks like he's stoned.
>>
>>1020299
if you want animators tell me

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The idea is to make simple games with them : )
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>>
i bought picocad from the steam sale cuz i thought this is cute for five bucks man what the hell how the fuck do make anything in this shit
>>
>>1021241
Um... I’m not sure which software you’re referring to, but in my app 3D models are created in a rather 'spartan way', that is, triangle by triangle [or rather, quad by quad]. The interface is inspired by Worldcraft/Hammer Editor. I know this approach isn’t the most suitable for ultra complex models, but it’s more than enough for low-poly ones.
>>
>>1017543
Reminds me of Emily Hartwood
>>
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>>1021247
Yep, since these models don’t have complex UV data, they kind of resemble the designs from alone in the dark :o

In a way, I like it. It’s different. But in the future I’d like to get closer to the PS1/N64 style.
>>
get back to us once you've made some big fat juicy tiddies

What does the job market look like for 3D artists?
4 replies omitted. Click here to view.
>>
>>1021226
I'm neither a pajeet or aspiring 3D artist. I just had some interest in 3D graphics as a kid but pursued something else and got curious how my life could've turned out otherwise.
>>
>>1021233
Well you did the right thing then, your life would be down in the shitter already if you chose a career in this industry. Atleast you're smarter than "i only want to do muh passion and what I love" on this board.
>>
me nor almost any other students can't even find an internship in the domain, don't even want to think about actual career. maybe it's good if you do niche stuff or tech art for specific interactions, if the only thing you can do is pretty assets you're cooked. doesn't help that the industry is so saturated with game equivalent of slop. if you become niche indie dev it might be the best thing to do, and capitalize on merch. 3d alone can't get you far, especially as anon said entry level jobs are dead
>>
>>1021210
https://www.youtube.com/watch?v=y3OZdux6n_Q
>>
Like the streets of new delhi

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Any recommendations for Learning professional animation for Blender? I'm swapping from Maya to Blender.
20 replies omitted. Click here to view.
>>
>>1018529
Turn on subtitles, turn off sound, stop fishing for excuses
>>
>>1017322
If you want to learn more about this specific "genre" of 3D then the nsfw rendering discord has some amazing tutorials. Really helpful people too. Some random dude helped me rig gamora's butthole
>>
>>1018529
I'm french and yeah his accent is very pronounced. Personally I have more trouble with the indian accent.
>>
>>1021075
> the nsfw rendering discord
?
>>
>>1018529
i'm slowly working my way through his rigging course and the accent is the hardest part.

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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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>>
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>>1017854
that's a cool classic og Iceman, dude
>>
Id make games with you dude I cant do this shit but I can do shaders and PPs
>>
>>1018465
>using a hot sexy chick for the cover of a 3d modeling book
kickass
>>
>>1018503
badum ts
>>
>>1020807
I have that book, (the first edition) you learn to 3d model a sexy chick, I miss those days

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What's your favorite custom normals editing workflow for modern Blender? I like the simplicity and native feel of built-in tools like "Mesh -> Normals -> Rotate", but it doesn't seem like those tools support customizing normals at the same vertex for different faces separately. I also tried "Perfectly Normal" addon and it's pretty good, but after applying its modifier it bakes normals into "custom_normal: Face Corner - Vector" attribute, while Blender's built-in tools and modifiers bake them into "custom_normal: Face Corner - 2D 16-Bit Integer Vector" attribute. And if you try to, for example, boolean union objects with normals in different formats, their normals will get split into multiple different attributes and the resulting mesh will get broken shading as a result. A workaround I found is data transferring normals from object edited with "Perfectly Normal" to a copy of itself with normals removed, which properly converts them to "2D 16-Bit Integer Vector", but it's quite annoying to jump between two formats if you want to use both built-in tools and addon, and it doesn't seem like addon supports all features of built-in tools to use addon exclusively (for example, you can't rotate normals around axis and you can't "Reset Vectors" - things you can with built-in tools). How are you doing it? Are there better plugins? Are there better workflows? Maybe I don't realize some features of built-in tools or addon in question?
>>
> "Perfectly Normal" addon
I also tried Abnormal but it has UI so hideous and alien to Blender that I couldn't even bother to check which attribute format it bakes in the end.
>>
>>1020256
Or learn how to model and do traditional baking

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&amp Magazine is hiring the following artists for upcoming projects:

- Typographic Artists (text, words)
- Logo Artists (designs, illustrations, etc)

Serious inquiries only. No furries. Please have portfolio or examples of art.

Email:
lamp.lit.magazine at gmail dot com
LampByLit.com

&amp&amp&amp&am
amp&amp&amp&amp
mp&amp&amp&amp&
p&amp&amp&amp&a

Comment too long. Click here to view the full text.
>>
>No furries.
Enjoy your lawsuit, bitch.
>>
>>1020804
Are there openings for nigger artists who draw BBC?
>>
>>1020804
>logos
>type
This is the 3d board sir.
>>
this should go to /gd/ but good luck getting any replies.
>>
what sort of work are you looking for OP?

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It really is just fucking over for us isn't it?
https://www.youtube.com/watch?v=Ie55JOHh_1s
https://www.youtube.com/watch?v=ycPS_n-t9to
https://www.youtube.com/watch?v=HsJOQY1UN08
https://www.youtube.com/watch?v=RjVi03raBcs
2 replies omitted. Click here to view.
>>
>>1021170
>Some time
All of those videos are several months old, it should have happened already by now, and yet all the commercial generators create awful useless results.
>>
>>1021189
>heh look these video AIs are terrible
>some time later
>NOOOO SORA 2 IS TOO REALISTIC!
>AIPOCALYPSE!
>>
>>1021189
>Check the first video
>Less than a week old
Holy shit the cope is real.
>>
Rejoice! Your job is about to get a whole lot easier.
>>
>>1021199
The last two who are actually important are old, one that does the retopo and the other one that does the textures. The first two are just the same shit you see on other AI threads here where it just generates high fidelity-looking model based on the image that ends up being wrong in parts, not fully corresponding or straight up unusable outside of 3D printing toys. I mention this because the retopo tool didn’t go anywhere and will require new technique. Sure tomorrow a new model that straight up does everything and is perfect can come out, but that goes for literally anything out there.


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