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File: 20240619_210010.jpg (759 KB, 1956x1588)
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What now biitches?
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>>
>>987592
Post the donut namefag
>>
>>987469
EAT IT!
>>
>>987469
>FDM
>>
>>987653
I'm full of microplastics not suicidal.
>>
>>987469

>spend dozens of hours making a sculpt of Michaelangelo's David in zbrush
>show to friends and family
>"huh that's cool. So your computer made it?"

>a woman makes an ugly fairy with sculpy
>"that's incredible.. it looks so real"
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>>984488
my tip is to show them the process real-time, my mother didn't really understand what I was doing so I did a demo the last time I invited her over
>>
>>984488
>>984488
first - dont be a sexist douche bag you dirty ball stank cunt

second- pretty impressive to pull of a good copy . howd you do it? sculpty strchy 3d shit is weird
>>
>>984488
yeah but this particular one is clearly ai
>>
>>984519
>>984556
troonoid detected
kys
>>
>>984488

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Can someone who has worked with blender geometry nodes, give me a QRD on what the limitations and possibilities are.
I've literally never even had to touch 3d modeling software up until recently for game dev stuff.
How schizophrenic can you get with parametric designs? How crazy/precise can you make the logic chains? Can it be used for 3d printing/engineering projects as well?
I have yet to hear someone say it's shit because _____, other than for a seeming lack of problem solving skills. It kinda reminds me of when FM was first starting to get really popular in the sound design space and I know you can go off the deep end with sound design pretty fucking fast. I'm hoping parametric modelling is the same.
1 reply omitted. Click here to view.
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>>987279
>what the limitations
I've barely scratched the surface, but you can't do recursive geo nodes.
Like if you had an object created with geometry nodes, and you wanted to use that object on another GN setup, you can't do it.
Here's a real-world example
>You make a procedural tree with GN that randomly makes a new tree with every instance/duplicate
>You make a plane, with the intent of scattering that procedural tree all over it, with the hope that every tree scattered will be random
>Blender kicks you in the balls, fucks your mom, and tells you to go fuck yourself, because you can't nest GN setups like that, and even if you could, the trees won't be random
The only solution is to do it ALL in one single GN nodetree (i.e. create the tree, and scatter that tree in a single GN modifier), defeating the point of creating modular assets as tiny, self-contained, units.

Other than that, GN has been pretty handy. And this is coming from a fucking retard that hasn't had to teach himself something in like 10 years.
>>
>>987286
Like I said, I don't know shit about 3d modelling apart from all the blender 101s I've binged over the past week.
I've looked through what Houdini has, and idk man, I don't like that I have to sign up/pay for it. Even if I could probably get it off the bay.
Plus, correct me if I'm wrong, but blender seems to be the swiss army knife of anything 3d related, and I want to avoid having to switch between different software/workflow where possible. The only reason why I would swap between the two is if geo nodes would take a long while to/never catch up to those of houdini, because from what I understand they're still a relatively new feature in blender. Thanks though, I'll keep my options open.
And yeah, I forgot about the modular schizos, I had a brain lag on that one. But honestly, you can have a whole 1950's computer building type modular chain going and it still not come close to some of the Phase Plant patches I've seen.
>>987292
yeah, that sounds like a pain in the ass. Although I don't really plan on making complex parametric animations like that in blender yet. But I can see it coming back to bite me in the ass later, for sure.
Do you think it's something that will be implemented at some point either by blender/ by a community mod?
>>
>>987296
>The only reason why I would swap between the two is if geo nodes would take a long while to/never catch up to those of houdini
it's very unlikely geo nodes will catch up to houdini. it's just a consequence of how the two pieces of software were architected, the user-base for each, and the pace of development on both.

if you primarily want to manually model/sculpt/animate and dabble with nodes then blender is a better option
if you primarily want to build procedural systems and do simulations then houdini is the way to go - you'll still need blender for modelling/sculpting
knowing both is ideal, they compliment each other very well

houdini apprentice is free with minor liminations and yes, piracy is possible
>>
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>>987279
possibilities are endless and the limit is you. duh.

is there something you actually want to do that isn't already well within the use cases?

>How schizophrenic can you get with parametric designs?
you can get very pedantic, aka very autistic, I don't know how being a schizo is going to help but you can very easily make geonodes seem schitzo.

>How crazy/precise can you make the logic chains?
functionally limitless although it certainly seems like one would experience a decreasing roi after a certain number of nodes.

>Can it be used for 3d printing/engineering projects as well?
yes. is there some reason you suspect it wouldn't?

>I have yet to hear someone say it's shit because _____,

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>>987279

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rate my rockbruches (mudbox)
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God I wish Mudbox shipped with PBR shaders
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>>987301
it was done in 5 minutes

>>987300
proof

https://www.youtube.com/watch?v=Nmz2VmPMgRI

its not about the software, its about the artist
>>
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>>987301
is this what youre looking for

something HEAVILY edited to the point where it looks fake aka stylized

yeah, i can do that as well
>>
>>986693
>new features
you can create hard surface easily in zbrush, has a gorillion brushes, shaders, tools and options. you do not need to software hop anymore just to create an armor plate for a character. it's like using a bicycle versus a motorbike.
>>
>>985675

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guys i'm never on this channel but i wanted to know something maybe some of you who play tarkov or arena breakout infinioty have heard about it
BSG the company that develops tarkov says the game arena breakout has stolen their assets including not only models but also sounds etc. you are experts in 3d modelling what do you guys say? i really wanted to hear from experts what is true or not here are two videos one says it is stolen the other says it is not stolen

https://www.youtube.com/watch?v=i4l6t8gy5AI

https://www.youtube.com/watch?v=xNn1F2LZ2TM
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>>
ABI built their high poly models from tarkov's ripped low poly models, then poly reduced the lows. They also baked the texture data to speed up texturing, which is why key texture details are the same (they couldn't even be bothered to overlay a texture or clone stamp to break them up)
As >>983505 said, there is no way the models line up that perfectly. Someone should check the UVs on both assets and see how they line up.
>>
>>984632
whoa
>>
>>983513
This is why no one likes you
>>
>>983646
but what if you bought too much ram and thus it because unreacheable?
>>
>>983502

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Deleting the default cube in Blender is bad practice.
You're supposed to drag it out of view.

Of course the total hack hiding under the moniker "Blender Guru" (or as I like to call him "The Doughnut Grifter") teaches you to erase it.
I hate him so much.
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>>982618
take your meds right fucking now
>>
>>982625
Proportional editing.
>>
>>985717
> The Cube
Let me lick.
>>
>>985662
>But you're not supposed to delete it
>>982618
>You're supposed to drag it out of view.
please for fucks sake support this statement with some reasoning. I can't think of any other program that starts with something instead of nothing. the camera and light are extra fucking annoying because like the cube 95% of the time that's not what I'm doing with blender. to me it's a throwback to when some idiot freecoder couldn't have an empty obj_list. fucking retarded it's still here in 2024.
>>
>>982618

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Why do you need a phd to accomplish the simplest tasks imaginable in maya? I just want to paint the middle of this mesh with an asphalt material and the sides with a grass material. This couldn't be more simple in blender- you make a mix node and plug your grass into one input and your asphalt into another, then you plug an image texture into your alpha input, create a new image and paint your mask.

In maya the paint3d tool seems to do absolutely nothing unless you're painting on a cube primitive. Tutorials that may or may not help me accomplish this very simple task have 30 minutes of nonsense to skip through. why
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>>987027
>>987397
This, just connect the painted texture to the layer mask/mixshader of whatever renderer's node you are using, specifics will depend on what renderer you use. But if it's not a simple mask, you're better off painting the texture in something else, like substance. And if you use UDIMs, Maya's own painting tools are essentially useless.
>>
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>>988038
>>
why use maya if blender is so easy for you
>>
>>988038
>>988115
Do people who mention softimage even know what it looks like?
>>
zbrush: character sculpting
maya: animation & lod0 creation of any model/sculpture (live surface with quad draw is OP)
3ds max: hard-surface modeling
blender: concepting

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>"don't use blender EVER. never ever EVER use blender PLEASE use literally ANYTHING else or you will NEVER make good art, EVER"
>search "#b3d" on twitter
>significantly large community that creates portfolio-tier content with the most visually and technologically impressive 3d bullshit i've ever seen
is this a bit or something, or
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>>
I don't feel like supporting kikes, so I will never pay for any 3D programs, period.
>>
>>982498
I don't think it should be illegal to do, but I strongly believe they should be strictly forced to use the word "rent" and not "buy" when doing so (as shown here >>963158
). I hate subscriptions and marketing departments with a passion and it would be wonderful to call out their bullshit.
>>
>>979057
Blender being open source inherently gives it an element of longevity that propietary software doesn't have. Someone can always fork the former, the latter requires engagement from it's owners or being sold to someone capable and willing to be developed. That said, if decompilation was more capable this trait would be irrelevant. The only thing I hope for in AI is the automation/advancement of software reverse engineering.
>>
>>987109
>AI in the automation/advancement of software reverse engineering
I feel like this should be relatively easy to train for since we’ve got lots of open source projects available that you can compare the source to the compiled code. Obfuscation will hinder things but I guess you could run automated obfuscation on open source projects and train it on those too.
>>
>>957910

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Plasticity surprisely hasn't been cracked neither has Fusion 360, Says alot about their product.
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>>981090
not if said wagie lives on their own lol
>>
>>981180
>>perpetual license but no updates after 12 months

that's a subscription service you doofus
>>
>>987084
It isn't though, little zoomie.
Believe it or not but you absolutely CAN use software without updating it every day.
>>
>>981051
but blender exists and it's free. almost any addon worth while in blender can be gotten for free too. i only use one anyway so...
>>
>>981051
yeah

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You DO use it, right?
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>>983873
Nope. What you want is a virtualization, cache and paging nvme.
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>>983403
it was added back when 3d printing was thought to be the next big thing
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>>986356
wonderwhy we never got an NFT folder, how long untill the AI folder appears
>>
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>>982577
>>
>>982577

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Don't mind me
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>>984872
I really like your texturing anon, good job
>>
>>984872
Great job anon! Not to be pushy, but what software is this? I'd like to be able to display the information about the textures and tris if I ever get good enough to show off my models
>>
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>>986733
Thanks Anon

>>986727 >>986926
Sorry, it's just Blender. I modeled the octagonal base and I'm just typing out the polygon and texture information manually
In the output properties (Red) I enabled Metadata -> Burn Into Image and Note, and put the polygon count information manually on the Note field.
Since it didn't let me type more than one line normally I used a script (Yellow) to insert the text with the new lines directly on the Note field.
And for rendering I'm using the Viewport Render function rather than the normal rendering so I can use the Viewport Overlay menu (Green) to control whether wireframes get rendered, and I set the background color on the theme preferences
>>
>>986973
Thanks anon! I haven't really played around with everything in Blender so I really have no idea what half the settings do
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>>968996

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Was originally trying to learn blender but the user interface is really slow for me to use and even after getting the hang of it im just not enjoying making stuff with it. I would have been happy to buy C4D outright but since they've changed to subscription plans I'll be pirating it.

Which one should I invest my time learning? Is it beneficial to learn both?
>>
it's hard to recommend c4d these days unless you really want to get into the advertising industry.
it is intuitive, but it's also a mess these days - all i ever see from power users are complaints about speed and stability.
the new dynamics stuff in c4d is better than blender's, but it's much worse than houdini.

if you just want to fuck around and have fun then t bh pick whatever, it doesn't matter all that much. iirc cracked c4d doesn't include a gpu renderer these days so you'll probably have to pirate arnold (don't rely on new octane or redshift cracks, doesn't happen regularly).

if you want pursue a generalist path and take it somewhat seriously then blender/maya + houdini is the way to go right now.
>>
>>986833

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i think im finally starting to understand blender im going to try 3ds max and maya next, is there anything i should know before i use them
(robot made in blender )
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>>984336
Post your donut or stfu
>>
>>985677
I found the blender user
>>984414
No topology workflow is the best, there's so many companies using it right now.
>>984335
For Maya use the no topology workflow
>>
>>984414
It’s a bit of an industry secret but it’ll more than likely blow up as normies catch on. The no topology workflow is essentially just a workflow with no topology
>>
>>986754
It will for sure catch on, it's so refreshing not to be restricted by topology bullshit, there are caviats but this is the future man, I'm still in awe, autodesk have outdone themselves
>>
>>984335

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>Untitled_AUTOSAVE_997.ma failed to save: No disk space
>>
delete some of your animu titties before you start workin.
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>>986705
no

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...and yet almost nothing of that gets implemented anywhere. Especially, Blender:
>I sleep (for years)
WHY
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>>
when i read papers and then give away implementations of the advancements for free everyone shits on me and says 'the big studios are not doing it for a reason therefore you are INCORRECT'
>>
>>985550
What "implementations of advancements" have you given away for free so far? Can I see one of them?
>>
>>985550
wat
>>
>>985554
He means that he's screaming at developers to do something on a paper that he doesn't understand.
>>
>>985098
sure


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