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File: slywink.png (68 KB, 316x250)
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trying to get a npr rig of a "doughnut" and "biscotti" working im using a cloth sim to simulate "doughnut jiggle" and im struggling to get the "biscotti" to penetrate through the donut hole and then have the hole return to its regular shape,also trying to simulate "coffee liquid and bubbles" to spill out of the donut hole,since its npr so it dosent have to be realistic and the less intense it is on my pc the better

any suggestions or tutorials you can recomend?
15 replies and 6 images omitted. Click here to view.
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>>1024300
>>1024302
>>1024305
why are you making an animation of a dog vulva being penetrated
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>>1026344
How do you know what a dog vulva looks like?
>>
>>1024300
How would you do a hotdog sliding between two large buns roughly D size?
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>>1026366
You say that like dogs normally wear pants.
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>>1026477
Conserve volume cloth simulations

File: 120 Staryu.png (340 KB, 891x857)
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a thread to post your daily sculpts and sculpting in general
previous thread >>1003156
270 replies and 149 images omitted. Click here to view.
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File: 230 Kingdra.jpg (157 KB, 2048x2048)
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>>1023181
I've seen worse, how's your second sculpt?
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>>1022609
would let her bite my head off
>>
Image limit reached, new thread >>1023366
I'm dropping the "daily" from the original thread name since it doesn't make sense anymore
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>>1023316
hey uh are you using zbrush for sculpting? i am a complete beginner, like watching how to do modeling in blender type of beginner. so before even jumping straight to zbrush or anything else i would love to get your opinion if i should just stick to blender for now until i can learn more about sculpting and stuff. i have also a wacom tablet for 2d stuff that i abandoned for a while so i was gonna use that. Would you recommend to a complete beginner to stick to blender until they can learn more, i also have a zbrush 2024 crack but dont want to use it for now before learning blender more. And i also would love to learn your opinion if i should switch to 2025 or 2026 crack.
>>
>>1026453
Those pokemon quick sculpts were done in Blender, I use Blender because I enjoy using it
You don't have to use Zbrush unless you want to be a full-time sculptor in a professional setting
Zbrush 2024 is fine, a beginner won't need the features introduced in later versions (until they release the UI update)

I am trying to not GET free paid plugins. BECAUSE THAT'S BAD, is there any way you guys could help me avoid getting FREE paid plugins ;3
>>
amazing that i'm here for the same reason
>>
if ur going to steal commercial software, might as well actually pirate the good shit and get maya
>>
>>1026447
really? Would you recommend Maya? I kinda wanna go on blender as I have been using this for a while, I have 200 hours :P
>>
>>1026433
>trevorposting
My brother
https://t.me/BlenderUniverse
>>
vfxmed

File: Grok.png (263 KB, 893x488)
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AI will take our jobs! The ones none of us have!.
68 replies and 19 images omitted. Click here to view.
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>>1023306
you need to go deeper
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>>1010467
>grok
Literally one of the worst tools for this shit out there lmao use actual specialized tools for AI 3D art
>>
There’s no way there’s actual 3D artists out there that don’t want the workflows to be more simplified, they literally feel like stone age crap compared to what AI is already allowing us to do, maybe just the autists that obsess over getting their perfect topology by hand don’t want this. AI will be a perfect fit for 3D
>>
File: IMG_3445.jpg (88 KB, 968x968)
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I haven’t kept up with the progress that AI has had for 3D asset making. How capable is it? Is it still worth learning if I want to make money off it?

I don’t want to sound like one of those people who coped when AI art was in its infancy and we thought the pictures of Master Chief standing in line at gas stations couldn’t possibly make art as good as a well trained artist, but even with my pessimistic view on how AI is going to ruin the internet, I just can’t see the technology being able to replace a 3D artist. It would probably make the process easier in some ways but you probably are going to need someone to use it until we have AI that can literally think like a human with the full knowledge and intuition of a 3D artist, which if it existed, it’s probably way too advanced and expensive for most people to afford

I’ve seen those AI programs that can take an image and generate a 3D mesh, but even when you take account that the topology usually sucks and needs manual editing, you still have to UV unwrap it carefully so it doesn’t show distortion, texture it realistically or fine tune it to fit an aesthetic, bake features onto it for extra details, then put in a skeleton and weight paint it in a way that prevents unwanted deformation and achieves specific effects like jiggling or rigid movements in certain directions

I don’t think an AI could look at a chubby character and rig it in a way that an autistic but wealthy furry would want, or see a robot/mecha and precisely place the bones and restrict their relative movement that the design implies.

Can someone cut the doomer mentality and tell me what AI is actually good for with 3D asset generation?
>>
>>1026080
making the meshes is insanely good if you're willing to combine them. retopo is okay. texturing is straight up awful. rigging is nonexistent par simple canine or humanoid skeleton without fingers or face.

Tripo3D is by far the best atm but it's 20 bucks. as for open source there's not a single even half decent model.

File: Capture.jpg (84 KB, 1318x840)
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100K POLYS FOR THIS!? WHAT IN THE GOY ARE THESE GOOKS SMOKING. WHAT HAPPENED TO RETOPOLOGY.
41 replies and 6 images omitted. Click here to view.
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>>1026191
>literlaly everything is just remeshed in Requiem.
wtf are these japs thinking.
>>
>>1024137
Hair is a lot but hair be like that. All the fleshy parts having higher density suggests that (Face, Breast and Hands) it may be about SSS. SSS tends to render bad when polygon count is low.
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>>1026389
>hair be like that
you mean "hair is like that"?
>>
200k or below is fine for a player character in an action game.
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>>1026391
I mean good hair would take a lot of polygons that's pretty much unavoidable. "60k just for the hair"

How to make daz models less plastic and more fleshy like pic related? is it a sculpt or texture problem? can they be fixed in blender?
17 replies and 3 images omitted. Click here to view.
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File: 1745420839546004.png (1.24 MB, 848x1200)
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I'm new to DAZ and 3d stuff as well, I've found that to get a good result you need a good high definition skin, tweak SSS settings and obviously good lighting
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>>1024572
that skin that looks like its made out of concrete indicates zero SSS
>>
>>1024603
Most skin doesn’t have that much translucency. DAZ is not that great but Iray isn’t nearly as bad as people on this thread are making it out to be. Take tachy’s model rip to maya and render her with Arnold using random walk SSS and it will look much closer to the daz render than to the picture on the OP.

>>1024074
First of all, daz models often look harsh because most characters have harsh features. They’re really masculine even the women. Other than that stellar blade is using UE4 I believe, or 5 but in any case it’s using their real time SSS shader that makes skin look really soft and mushy. You might want to just render in UE5 to get that exact look.
>>
File: 5g4gnt.png (10 KB, 766x773)
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>>1024673
>First of all, daz models often look harsh because most characters have harsh features.
Is it because of all the chudlines and bad facial features?
>>
File: Belial.jpg (21 KB, 336x339)
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>>1024107
You can use thickness map with SSS and and play around with textures in general. Increase normal map intensity, reduce thickness map etc. Mostly texture tweaking

File: USER.png (173 KB, 1025x728)
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Blender animations are laggy, skinning bugs, shitty skeleton system that's weird. Skinning and animating on older versions of Max was a cake in the walk compared to this.
2 replies omitted. Click here to view.
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>>1024943
What is weight painting?
>>
>>1024943
If you have any thing generative on while running the animation, then it will slow down. What do I mean by generative? That can be things like modifiers that are generating new geometry like for example, the subdivision modifier. It's generating new geometry. And when the animation is active, it has to generate new geometry every frame. This causes slowdown. So you want to disable things like that while you're testing your animation.

Personally, I rand into this issue the other week. I couldn't figure out why it was so laggy, until eventually I disabled everything, and only enabled things 1 at a time to test their effects. I discovered the culprit. I used a geometry node to generate eyebrows on the character. I didn't apply the node, because it was still in testing itself. So when I activated the animation, it was generating eyebrows for every frame. As soon as I disabled it, the animation was perfectly smooth.

Note: there is a difference between hiding and disabling. The eye icon merely hides things from view, but they're still being calculated. Hiding will not get rid of lag. You have to disable it by pressing the viewport icon that looks like a monitor.
Disabling from viewport will not disable from render. That's another 3rd option, with an icon of a camera.

So make sure that any excess generators are disabled from viewport in order to eliminate lag while the timeline is active.
>>
>>1025091
>there is a difference between hiding and disabling. The eye icon merely hides things from view, but they're still being calculated.
Not OP, but this explains some performance issues I've experienced while testing. Thanks anon.
>>
>>1024959
Hell, not even that, OP needs to unparent the armature and realign that shit. That's embarrassing even for a first-timer.
>>
If it is laggy you are doing something wrong. Check your settings, try to find out what is bugging out.

File: 1740898927697322.png (1.74 MB, 1388x1102)
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What do we think of the new shrek?

https://www.youtube.com/watch?v=KbiwL74KyJQ
56 replies and 8 images omitted. Click here to view.
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>>1008463
low test vasectomy sherk
>>
>>1017130
Damn, that fixes the disgustingly ugly features of the original model, while mantaining it's core design and character. You just gave us the real Shrek remake that we will never have.
>>
>>1010203
Modern character designers do suck. The only animated films that do well are copy/paste sequels of franchises established over a decade ago, the rest is a competition to make the new record-setting box office bomb. Why would they recreate characters to be more like the latter camp?
>>
>>1016930
Left is the OG. Right's the update.
>>
>>1020355
Does it though, we've had nothing but bombs for years

Did sfm set back 2010s animators years? (kinda ignore pic)
32 replies and 2 images omitted. Click here to view.
>>
>>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.
>>
>>1014631
Couldn't you just get this effect by playing with the lens?
>>
>>1023484
Both the lens and the posing are used. You've gotta pose the model *anyway*, might as well make use of it.
>>
>>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
>>
>>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?
11 replies and 4 images omitted. Click here to view.
>>
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.
>>
>>1019203
They did the shields in the original Dune by hand even though they look like proto-CGI.
>>
File: low res singing.png (40 KB, 136x147)
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>>1019195
i shoulda learned
to play the guitar
i shoulda learned
to play them drums
>>
>>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?
14 replies omitted. Click here to view.
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>>1025367
jews are terrible humans
>>
>>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.
>>
>>1024979
you are a poojeet.
>>
>>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.

File: file.png (748 KB, 1280x720)
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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
222 replies and 14 images omitted. Click here to view.
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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
>>
>>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.

File: screen.png (1.2 MB, 2876x1590)
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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
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>>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!

File: 20251231194222_1.jpg (1.26 MB, 2560x1440)
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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/
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>>1024484
>>1024483
>>1024482
this proves that lightning + postprocessing is doing 70% of the work in that game

File: 3wr4352235.png (278 KB, 1090x964)
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fucked up, evil sculpt i just made filled with nothing but hatred and malice
>>
>>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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