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File: ChocolateBunny.png (1.04 MB, 1242x743)
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How do you model chocolate bunnies in blender?
>>
>>1027257
The same way you model anything else
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>>1027257
Zoomzoom

File: Plasticity_logo.webp.png (89 KB, 315x317)
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so has ANY of you fucks actually used this for something?
what's your experience with it been like so far ?
19 replies omitted. Click here to view.
>>
i like it a lot because its fast to use but am i stupid for how i deal with the geometry in zbrush? i auto set polygroups, weld the verts, and zremesh with groups enabled and its like almost okay for a really lazy cleanup but its never perfect and am i stupid or ? what do you guys do?
>>
Never used this program, how is it with guns? Would I be able to make guns in plasticity and then I use pixyz to optimize it? I'm curious about the workflow and how you get your high res detail on a low res. If this is a faster method than subd it would definitely help me as a indie dev.
>>
feels like plasticity is great for as close to class a surfacing for poor people right? then i'd just do the b surface in a proper CAD like solidworks if we're making a physical product
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>>1026475
You could use it that way. Have used Rhino and Solidworks in a similar manner. Also Fusion's sculpt module and Solidworks.
Might have to give Plasticity another go.
>>
Is its "advanced surfacing" a must have or is it fine without it too? That feature alone adds another 125 bucks on the bill.

File: badanatomy.png (3.87 MB, 2240x3735)
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does anyone have any advice on how to improve this?torsos arent my strong point
5 replies omitted. Click here to view.
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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
>>
whats the problem with it? They look like slightly unhealthy dudes, but like plausible morphologies.
>>
>>1027191
op here,theyre sort of boring/samey to look at,i want them to look more exagerated and the purple one is supposed to look sort of fit im happy with the blue model but i want to see how i could make the others more stylized and less generic but i cant put my finger on what to change
>>
>>1026186
kill yourself cris

File: i6035235935.png (538 KB, 640x480)
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how can i make this in 3d? i'm suppose to join a cylinder to an hexagon and vice versa, but how? this is driving me crazy
11 replies and 4 images omitted. Click here to view.
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File: render_11.jpg (204 KB, 1920x1038)
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>>1025527
polytroons spend 400 hours modeling and sweating over topology

ChADs precisely model down to millimetres with perfect shapes, use topology software to get perfect computer triangulation in 5 seconds and spend 5 minutes cleaning little things up manually in blender
>>
>>1025536
good on you, that's a fucked up looking screwdriver bit though
>>
>>1025425
If you want accuracy you useprotractor, protractor, and radius gauges.
>>
*calipers,
>>
>>1025425
lofting

File: Capture.png (269 KB, 486x313)
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For fellow anons interested in this stuff, ArcSys have collated all their presentations (in Japanese) on achieving their unique character style including skinning, rigging and rendering on this central “Academy” page.

https://www.arcsystemworks.jp/academy/
22 replies and 3 images omitted. Click here to view.
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File: maxresdefault.jpg (170 KB, 1280x720)
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>>1018098
https://youtu.be/0GyaYoV6Dls?si=jFh1DXHOqh-BfwA-

Here's a really great video on the Shader setup in Unreal, even goes through the textures and assets.
Great stuff, could probably apply it to a lot of different styles too
>>
>>1018098
This is like a decade old. Long story short: it's more about artistry and less about the technology.

A 3D only artist trying to recreate the 2D look is impossible. It's like an Olympic cyclist trying to become a Nascar driver.

ArcSystem Works have decades of 2D animation experience, this is why they were able to pull it off so well. It's the same with that Arcane show. The artists working on it had decades of 2D animation experience.

2D is like a language. If you're not fluent in it then you'll never ever be mistaken for a native speaker.
>>
>>1018099
>>1018103
Some of those slides were translated years ago https://archive.org/details/GGXrd-design-docs
>>
THey've added a whole bunch of stuff over the last few months, although there's dome repeats and some materials unrelated to purely 3d. Love the one about stage design though
>>
>>1019268
Dang, Ram's thighs are out of this world. They animated them, too

File: 1773984029064.png (654 KB, 818x691)
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Do you have a shit model, shader, animation or project that you want to share freely? Post it below!

Don't forget to add information!
Is it a blender file? How big is the file? Is it rigged? etc et al
6 replies and 1 image omitted. Click here to view.
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>>1026960
Outside of smutbase, there an other site or place for nsfw models? Or models in general?
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>>1026941
what do you mean
>>
File: IMG_1176.jpg (143 KB, 1280x720)
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>>1026961
>He doesn’t know
>>
>>1026764
>>1026941
>>1026950
>>1026960
>>1027125
4cacas are so incompetent that they can't even molest fictional children
>>
>>1027125
>He doesn’t know

I would like to know more

File: blender.png (772 KB, 1375x1024)
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Is this normal for blender? I know it's free and doesn't have a license system and it's a meme.

But since it's the 1st. Is this normal?
>>
>anon doesn't know about April Fools Day
>>
>>1027138
Is this still on Blender or was it only for april fools?

File: lazaro45ive.mp4 (2.92 MB, 720x1080)
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How do I learn to make shit like this? This is much higher quality than anything I can make, detail-wise, lighting-wise and atmosphere-wise in general. He says he makes it in Blender.
7 replies omitted. Click here to view.
>>
>>1026988
>>1026983
Yup. The trick the op artist is lulling is he hade it dark and blurry. All the lighting comes from below, and is very localized. A few of the buildings are themselves light sources. Nothing is light so you can see it well. It's light for the hypothetical people walking and driving on street level.
Depth of field, fog, volumetric effects are all ways of covering and blurring levels with something else in a (hopefully) intelligent way. The less of the actual piece the viewer can see the more their brain will fill in the blanks.
>>
>>1026965
max hays has tutorials for a very similar style
>>
she's looking at the billboard of video playing pre-rendered AI lol. unless a flight through towards those buildings in the distance is provided, then I'll stand on this hill
>>
>>1026965
it's much much easier than you think IF you're using premade stuff
if the guy literally did the character modeling, rigging, animation, modeling, texturing, fx and so on great work
otherwise the hard part is to place the objects honestly
>>
>>1026965
some weird perspective shit happening when the camera looks down. i don't think that city is real so that makes recreating it a lot simpler

File: IMG_5210.png (105 KB, 498x498)
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Is using ai as a refrerence for your characters bad?
31 replies and 7 images omitted. Click here to view.
>>
>>1027040
Keep in mind, that you will not be inventing anything in this case. You will be taking something a 2d artist draw and transferring it into 3d.
>>
>>1027040
If you just want to be a 3d technician then sure, but all those jobs are taken by "the vast majority of 3d artists(indians)".
If you're solo then you either need to steal concept art or make it yourself.
The good news no one's brought up is that concept art and image planes don't need to be that well drawn to be useful. Immaculate perfect image planes and detailed accurate drawings are better, but however less than that you have all you need is to compensate while modelling. If a feature on the side and front doesn't line-up in 2d, you as the 3d modeler just have to pick one and stick to it. Lookat it in 3d and make it look right in 3d. Youre not obligated to show anyone your janky image plane sketches. They can be rough or shitty as long as when it's 3d time you're paying attention.
>>
File: wall_concept.jpg (523 KB, 3508x2480)
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>>1027065
That's a good point, but imo it's a bit different when it comes to environmental/architectural concept art. I think it requires somewhat stronger 2d artistry even to sketch that in a useful way. Maybe it's because in this case you inevitably have to deal with perspective and composition in 2d, which is less straightforward than turning on mirror and sketching only front view, and then retroactively derive side view from that. Anyway, that's just my struggles on figuring out how to approach it. I'm aware it might be easier to blockout big shapes in 3d and then sketch on top of render, but you still need very strong 2d perspective/composition skills even for those details. This is my current level at sketching architecture, which is basically just inventing flat symmetric patterns using mirror on top of flat basic geometry. And this is the level that I consider useful:
https://www.pinterest.com/pin/38773246789654812/
https://www.pinterest.com/pin/15692298697306056/
https://www.pinterest.com/pin/11329436558995909/
>>
>>1026860
instead of asking, just use it as part of your creation tool lol. and it saves LOT MORE hassle from paying some trannis with ridiculous NDAs about their characters like I don't care all about that.
>>
>>1027094
To add to this. There's no reason you need to go around telling anyone you used ai references. Show off the model you made, not your image planes.

File: 8d2.jpg (33 KB, 353x334)
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>Youtube is full of retards who are poly modelling entire human characters from scratch instead of sculpting them
Imagine learning wrong from the get go and sinking hundreds of hours into doing it wrong and inefficiently. What a nightmare.
71 replies and 9 images omitted. Click here to view.
>>
>>1027058
>>1027066
You're wrong, sculpting was invented to get more women in to CG, the woman brain can't handle the poly/box modeling because of the complex spatial mental awareness and engineering required vs playing with some virtual play-doh.

How many women poly/box modeler have you ever met? Now how many women 3d sculptors have you met? That's right, I rest my case. You may continue your unemployed seething now.
>>
>>1027067
>How many women poly/box modeler have you ever met? Now how many women 3d sculptors have you met?
... None?
>>
>>1027067
>Retard: the post
all male pro artists from game studios moved on to sculpting ever since it became available because nobody wanted to subd model high poly characters for baking anymore which was a pain in the ass and couldn't produce as much detail. Sculpting allows for infinite detail which then can be retopologized in any amount of polygons be it AAA or lowpoly early 2000s models, and most importantly at a high speed.

Then you bake all that detail onto your low model.
>>
>>1027069
Virgin detected
>>1027071
Woman detected
>>
>>1027096
You're extremely low IQ and NGMI, having nothing to show for yourself.

File: 1000007697.jpg (26 KB, 480x360)
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How would I go about recreating a similar look? Like the filters and compositing? He uses blender for these but doesn't explain the lighting/compositing set up in his breakdown

https://youtu.be/TGkZ3f8fnpA?si=WmA-F-XKGy8Xb-Qq
https://youtu.be/l-TJm7HkzkQ?si=ns_yXlL-QEn7z9qA
1 reply omitted. Click here to view.
>>
>>1026756
>>1026742
Here's a video abouthow to crate something along similar lines
https://www.youtube.com/watch?v=lyegQf-rbtw
>>
>>1026757
>>1026756
Appreciate the help man
>>
>>1026742
I can't say for sure, but looks like he might be using the clay-doh shader for some materials
>>
My favorite:

https://www.youtube.com/watch?v=wgZZRb_o-OM
>>
>>1026742
he has a video on his channel supposedtly going over his workflow. idk how informative it is i never watched the whole thing
https://youtu.be/l46T7fJ7FmE?si=_iwqDp1kXK1rON-o

File: my level.gif (2.07 MB, 800x800)
2.07 MB GIF
New workflow developed.

I used newer tricks I learned last year by developing my own custom toon shader, and then used blender painting tools mixed with unionbytes old texturing workflow.

This took 2 hours to texture and create the shader.

:D

It's a much superior and faster workflow to what I had previously.
>>
>>1027011
Looks good, not gonna lie.
But we never get to see your workflow or progress in game development.
Why is that?
>>
>>1027011
yeah, I was convinced you were real at one point but now this is obviously a joke

File: 1649361376614.png (104 KB, 288x273)
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Daily reminder that the mirror modifier makes your anime girls fake and will never trick the brain into thinking is a 2d character.
>>
>>1026849
What about inorganic items like guns or cars? Do we stop using it for those?
>>
>>1026849
Just unwrap after applying and paint textures assymetrically
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>>1026849
>mirrors
>randomizes verts
Heh, nothin personelle patrick
>>
>>1026870
Unwrap into a separate UV map before applying the mirror so you can bake textures from the symmetric UVs to the asymmetric UVs later

File: Screenshot_9.png (61 KB, 823x690)
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>make my game for free chud
>Over 100 applicants
what the fuck is wrong with these people?
16 replies omitted. Click here to view.
>>
>>1026064
what an arbitrary distinction. ok then, kim jong un identifies as a democrat.
>>
>>1025869
pretty good, I prefer to workout fasted
>>
>>1026069
checks out since he's a brat.
>>
>>1025865
From what I know there’s a massive oversupply of 3D artists so people are desperate to stand out from the crowd. The thinking is that they’ll have something to put on the CV.
>>
>>1025865
simply put, overpopulation has screwed over the world
there're billion chinks and billion jeets desperate to find work, and they'll do this shit for free if they have to just to not be seen as an unemployed bum by their families
the corporate suits already know this and that's why the job market is absolutely fucked

what is the best image to 3d AI out there? something good for a starting mesh to sculpt on.
>>
>>1026915
>>1025537
Or your own butt


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