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How can I create this model as fast as possible as a beginner? Which software would be ideal? I have Blender, would it be enough? Are there any free textures on a resource site?
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>>1021801
Fastest possible way is to take an expensive course where you hand a hands-on mentor. Except I'm pretty sure the next thing you'd say is you don't want to pay anything, in which case you just don't have access to the fastest method
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>>1021864
I dont have enough money
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>>1021884
Then that answers your original question about which software to use, too
>>
just copy it with image planes like this and project the texture onto the model from production artwork. It'd look perfect.
>>
>>1021929
kek worked. thx

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Previous: >>1011117
Daz youtuber's and general guides:
https://www.daz3d.com/help/help-daz-3d-video-tutorials
Wpguru, Parmy, Travis Davids (Marvelous designer), Thundornd, CgBytes, Kelvin Jin
(Pruned some long inactive suggestions from past OP)

Bridges: https://www.daz3d.com/daz-bridges
Suggested Blender Bridge: http://diffeomorphic.blogspot.com/ (GOATED)
Use this if you are an AMD or Intel pleb.

News: Daz 2025 -ALPHA- has been released.
https://www.daz3d.com/blog/daz-studio-2025-alpha-release
Support for Filament has been added to MacOS version as well as filatoon.

Some anon created a cool character morph. Meet Quinn! https://mega(.)nz/file/rmZQWLKZ#lh4aluWj6drjfPLkW7FVAUVDaOZZqJfqjoAvsREDo7U

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DAS RITE WYTEBOI
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>>1023543
there's no way people are doing this
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>>1023505
well I am working on it!
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>>1023581
Who's the first lass? Cheekbones remind me of Cat Blanchett.
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>>1023588
oh its an "OC" but I can see the high extreme cheekbones and Blanchett resembles. Reminds me that I have to do one of her...

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Does anyone have a clue on how HAL/Sakurai renders his characters?
Smash Bros/Kirby characters have a really nice style and lightning, blending realistic materials for clothing/tools with cartoony body textures.
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You make all the materials have a 50% luminocity
>>
>ask stupid question
>don't even post your attempted work
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>>1022016
>HAL/Sakurai
Do you mean Bandai Namco Studio S? HAL hasn't directly work with Sakurai since the Gamecube.

and no, Air Riders doesn't count either, it was another Sakurai/Bamco joint game but HAL and Nintendo commissioned it instead of directly working on it.
>>
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Anyways, they use the same rendering method they used for Ultimate which bunks down to:
>dynamic posture
>lots of rendering detail, very very attentive, imagine Sakurai mailing you back a 5000 things that needs to changed on the model
>a mix of vibrance and drab in a way to call back to Melee/Brawl realism and 4's color pop

If you're looking to replicate that, i suggest lookjng for some tut on GameBanana that will give you some sort of template to make custom renders that makes it close to office Smash Ultimate renders or download some really good mods like the guy who made that Classic Link mod.
Alternatively, you can look up FartsyOmni's timelapse on Crono in Ultimate and their take on Steve in Smash
https://youtu.be/51Rbam9oJJY?si=JBqmEayavx_fAxlf
https://youtu.be/eRReHA7jWtY?si=mNRfoLZPbZD0tSBS
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>>1022219
Gonna try that.

>>1022220
I don't know why would you consider it a stupid question, considering Sakurai manages to make many 3D models of other Nintendo IPs look beautiful while mantaining his signature style. I'm trying to have a good mix between realistic materials and stylized proportions, which is why I use his works as a point of reference. Anyways, here you go.

>>1022303
Oh yeah, forgot that Bamco took over from HAL, but you know what I mean. Sakurai has a very distinct style when making characters.

>>1022305
Thanks for the video, though! It's very good. Sadly this seems to only delve into making renders and not making a game ready asset (I haven't done retopo for this, I just want to nail the look first). Still, some things were really helpful. Specially the hair particle settings.

Thanks!

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The program that solved the modeling problem for good and got assassinated by Autodesk as a result.
1. Same interface for decades, already has 99% of tools you need, with an intuitive UI that any non-tech person can easily master.
2. Autodesk bought it, added extremely well Maya keybinds and yet nobody bothered to check the box.
3. When everything else failed, they just pulled the plug.
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>>1019049
It somehow detects the time.
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>>1018354
>and then export it to Maya for render phase.
somebody on github is maintaining a not-totally-outdated Arnold render plugin, for whatever that's worth
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>>1018336
this is really just an organization problem
somebody needs to figure out how to properly organize the community in a way to build a groundswell of support to just buy the source from Autodesk
it's a public company so I bet you could lowball them pretty good, they're greedy fucks and just want money yesterday, vs. in the future
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>>1018339
why do you have to be so mean
>>
any patrician artists who are still using softimage?

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home...
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>>1017727
i love the aesthetics. kinda like dreamcore.
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>>1020255
Hummingbird.
>>
when the fuck did this get updated to have a building feature?
>>
Crazy that lolige are going "mainstream" after being posted to ATF (then tiktok). First DoL, then hummingbird. What's next?
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>>1022283
most of the games on atf are pretty shit and amateurish desu. dare i say even cris' work looks better.

but this game however, stands out for being artistically and aesthetically great for a solo dev as far as /3/ is concerned, even tho it is technically unfinished.

cant show much of the game here tho. the op is a subtle bait.

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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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Id make games with you dude I cant do this shit but I can do shaders and PPs
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>>1018465
>using a hot sexy chick for the cover of a 3d modeling book
kickass
>>
>>1018503
badum ts
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>>1020807
I have that book, (the first edition) you learn to 3d model a sexy chick, I miss those days
>>
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>>1018465
>>1018467
super based, I have a legit copy of 3ds max 8 i still use sometimes, although 2023 is okay
can't fucking stand troonder such a unintuitive pos

>>1020807
>>1021232
same, also such soul in the book's aesthetic

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Uhh, Maya bros...? Why is THE Lucas Pope recommending to pick Blender over Maya?
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>>1021202
As the comment you didn't include in your screenshot says, his Maya nitpicks are well documented in the Obra Dinn devlog, so you could just read that
>>
>>1021203
He knows to trick newbs into spinning their wheels on blender so they never become competition
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>>1021338
Don't think that's a concern in the age of AI
>>
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>>1021202
Because Maya ain't for pussies who will quit after using it once, and Blender's UI is more friendly.

Then you got Zbrush as the UI's final boss, that shit even customized gives me fucking nightmares.
>>
the thing is, why would you use something that could be EOL'ed tomorrow?
Autodesk is a public company and all they give a fuck about is raw profit
if the shareholders say 'jump' they will do whatever, including destroying or selling off a program which isn't making money hand over fist

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Im working on developing some games in my spare time and I’d really like to target the fidelity of ps2-ps3 style games, mostly for stylistic purposes (but also because I’m solo and don’t have the time and resources to make too many high poly things)

Specifically, I’m really interested in how characters like pic related were modeled and textured to look semi-realistic and expressive (especially textures because I’m still terrible with them)

Feel free to post low-poly or just your favorite models/textures from the games of the good old era of games
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>>1019793
It's illegal, chud. You are ripping copyrighted material which has not been distributed for public use.
>>
Not texture/model related but the animation for this game is smooth as silk and apparently done by hand. As a solodev I also have an interest in animation without the expensive gear/suits
https://www.youtube.com/watch?v=PC6gS5j4__0
>>1017994
This thread is always the first thing I search for when I drop by this board. I'm glad it's been around for more than a year (wew)
>>
>>1010722
there is no style with ps3, its just PBR
>>
>>998206
https://www.youtube.com/@ZugZugArt/videos
>>
>>1010722
its not nostalgia it's not having a team of 3d modelers to make shit

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How do you come up with a really awesome 3d artstyle like this?
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>>1021726
>>>/co/151217573
So some rando manages a full character and animation faster than most of /3/. Of course I recognize that cursor, it's the power of Blender
>>
>>1021752
/3/ is full of shitskins from the third world decaying their brain with blender who can't even model a turd
>>
>>1021829
metric to trigger the us racist
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>>1021905
You're Indian, modelling that probably made you hungry.
>>
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Awhile ago I started a project with the hopes of it being open and accessible enough to anons on /3/ to participate in.
Just a fun casual project anons could jump in, do as much as they wanted, and hop out. Much more if they were interested. Alas, participation was null. I pivoted to a different project which got pretty advanced but I'm taking a break from.

What is this?
This is The Dark Crucible which is a homage to the Gauntlet Legends/Dark Legacy games. The point of this game style is that the mechanics are very simple, and once they're all hashed out the project become 100% art focused. Much more intune with this board than with the gamedev general on /v/.
At this point now I'm not sure I want to share this project anymore, but who knows.

previous threads with more details
https://warosu.org/3/thread/988930
https://warosu.org/3/thread/993391
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>>1021733
No. Idealy I want them to make use of modern rendering advancements.
That beign said I want total accessibility. So I'm also not saying "no" that kind of style. I'm also using the built in render pipeline for unity which is not very advanced and doesnt have much options beyond secularity and normal maps. The camera is always going to be pretty far away from the characters and items. The things need to look good while occupying like 1/5 of the screen space. But also the original gauntlet took it too far and the awesome character designs on the box art were not faithfully represented in game. I want a happy medium between the two.
If only though, the mob monsters need to be optimized because there could be hundreds of them on screen at once. Players, items, bosses will have more freedom.
>>
>>1021723
how do you feel about the mask of achilles?
>>
>>1021859
That sounds 100x more appropriate seeing as achillese was supposed to be invincible.
>>
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IDk why I didnt bundle the foot into the body. I dont really want them to explode separately.
Here's the abomination. He's enveloped, but I havent painted weights yet
>>
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Gauntlet had 2 types of bosses. One type roamed around on the same playing field as you. They had a lot of abilities for chasing down players or creating distance. The other type sat in a central location and had an assortment of attacks they did based on where the players were.
The other unique thing about the gauntlet bosses was their weakness item. You would sometimes get a special cutscene at the start of a level, and it would show you something like a genie's lamp or a glowing bible. You could find those items in that level and if you brought the right item to the right boss it would disable attacks, or deal a bunch of early damage, etc.

The abomination is the roaming type. He has 2 melee attacks programmed but he refused to do the second one. the big hand smash has a particle effect, and his attacks actually deal damage.

Alright so I like to "source" various archviz, smart material, vehicles and flora assets from these websites like an actual person.

But 1/4th of the time its these fking gooner ass static mesh stuff. Who tf are downloading/viewing these, for what purpose, also ain't no way most 3D print users have a colored printer to justify printing these unless y'all are also model painters?

If you want an actual usable character model from these types, just go on Deviantart for MMD rigs or various VRchat/SFM asset places.
2 replies omitted. Click here to view.
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>>1021982
Well that's one way to call a self-promo schmuck.
>>
People who are planning to do something with them but never do. Not even goon
>>
most dazlets pirate daz stuff
archviz people, esp in third world, will often have massive archives of pirated models
3d print stuff it's mostly people who want models for table top games i thing, but i guess there are people out there print larger shit. tb h most people with 3d printers don't actually have any real use case for them so i can see them pirating random models
>>
>>1022007
Can see, but damn download other models to look in Blender and never open/utilize again.
>>
>>1021959
What kinda brainworm do you have? You don't understand why people do a thing, but you also understand how to do it better with shit that is obviously unsuitable for the use case?
Did you even consider that a print model can't have concave eyes? Fuck man. Go to therapy

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Anyone know where you can rip this dudes models? $100 is a bit too much, and i know theres a repository somewhere
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>>1019141
Just use a download manager man

All that shit is barely worthy of the dumb questions thread
>>
>>1019102
disgusting bolshevik coomers but better than being out there killing people I guess
>>
>>1019142
>download manager man
kinda wanted to do it myself rather than hiring some indian through fiber
>>
>>1019122
bootlicker
>>
>>1022010
Yeah I'm sure that was worth bumping this garbage thread

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No nuke can't stop the Gunt.

Post anything Gunt related or of a Guntish nature

>I want to use the Gunt model

Gunt's model should be here:

https://drive.google.com/file/d/1r0MbQRcUnbRGwzS4wRSYEfjrLFUoP3b6/view?usp=sharing

Old nuked thread:
https://warosu.org/3/thread/918176#p963992
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bump
>>1014315
It's life
>>
>>1010480
I'm looking forward to attending next year
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>>1014315
It's gunt you buffoon
>>
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Glad they're starting to add Gunt DLC to a lot of games now
>>
page 10 bump.
gunt will never die.

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so i design stuff with Blender for 3d-printing. Lately a friend asked me to design some mechanical parts for printing and I realized Blender isn't suitable for this, because when you apply a subdivision modifier, all the dimensions change because the geometry gets deformed. I was going to learn freecad but i watched some people doing stuff with it on youtube and every time i watch a video i say to myself "i could model this in Blender in like half the time." is this the nature of CAD modeling, or is this specific to freecad?
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>>1021941
I believe Fusion360 has a free license; I don't know how limited it is
>>
>>1021941
Solid Edge community edition. License lasts a few years.
Bit of a learning curve and might be picky about graphics hardware, but powerful.
>>
I recommend OpenSCAD for anything parametric.
>>
>>1021900
As much as it is a technical non-arty task, id still like to know more about and sicuss best prwctices when it comes to making more fanciful models meant to be 3d printed.
Zbrush looks like it has a bunch of built in tools for it but ive never messed with them.
>>
>>1021954
Zbrush tools for 3D printing? Nah man, it just sculpts

How would you make this in 3D?
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>>1019003
He could be someone who cuts his pasta
>>
>>1019037
theyve got some kind of equations running
>>
>>1018583
what's your day job?
>>
>>1018572
bunch of tubes, physics, particle effects
>>
>>1018780
that's a neat egg tart
but op asked for spaghetti


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