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Stylish tacticool reloads
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>>978226
The fact you have to watch it that many times to pick it up means that the illusion works.
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>>972037
GOD I HATE THAT SHIT SO MUCH
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>>972037
LayzuhCatz is pretty good animator.
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>>974795
Why are the anime grills trying to kill each other with lollipop sticks?
>>
>get stuck on animation
>it never looks right
so annoying

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>Research Project Bernini is experimental generative AI from Autodesk that can quickly generate multiple functional 3D shapes from a variety of inputs. While Project Bernini is exciting and at the leading edge of generative AI, its models will become increasingly useful and compelling when trained on larger, higher-quality professional datasets.
Oh GOODIE. More AI slop to get investors excited.
https://www.youtube.com/watch?v=H_OUNbgMe_Y
>>
>>983405
Another reason to pirate all autodesk shit. They don't care about us
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>>983407
HEE-HEE
>>
>>983405
Looks like dogshit. Unless the prompt was to replicate a jug made by someone with down syndrome or something they failed.
>>
>>983411
Shamone

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Ladies and Gentlemen of /3/,

The next 4 upcoming years, i will spend every single day in the production for the pilot-episode of a new Berserk adaptation.
>Narrative - 100 % faithful to the Manga
>Art Style - inspired by Netflix Arcane (pic related)

Without any doubt: this project is a Behemoth, but i am dead serious about the production.

Truth to be told, i am lacking experience, which is why i created this thread in the first place.
I would like to know your opinion on certain topics - Roughly spoken about project-management, planing and execution.

I am not asking for direct involvement in the project - at least not until i proved myself with regular updates and progress that i am the real deal.
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>>983888
Is it... Is it really over? He blew his development wad within a month?

A four year project smothered in the crib at two weeks old. This is too rich to be real.
>>
>>983888

thinking if I should put on clown makeup and make a thread like this myself. either to own this berserk guy or to document my own failure
>>
Any day now
>>
>>982194
shut the f up op, see I told you so, here:
>>982185
And here >>982187 you told me I was talking out of my ass, so thanks for proving my point, everybody's point really.
>>983390
>>983429
Well it's been way more than just 4 days now. OP was arrogant and was boasting non stop and that's why we're giving him shit.
>>
Bump limit, good riddance

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Previous thread: >>973562
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idk if this helps anyone but i was trying to model a finger based on an older model i made where i copied the fingertip from online models, i was gonna recreate it for my new model because i wanted a perfectly symmetrical base to duplicate on all fingers.

but then i realized i can just align the finger as best as i can along the X-axis, object mode, apply all transforms, go into edit mode, enable x-axis symmetry with topology mirror enabled, and just selected half the verts and the other half snapped into perfect symmetry. didnt need to recreate it
>>
I really like the freedom that comes with dyntopo but sculpting without the mask tool cripples me
What good is being able to pull limbs and tentacles if I can't sculpt them without affecting the rest of the sculpt
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>>984280
I’m not exactly sure what you mean, but when I sculpt the basic form with high very count I only use the dynotopo mode to add vert density to an area (face, hands, ears) then turn it off and continue as normal. Usually do this on and off when needed such as when verts become too stretched after being worked with
>>
NEW THREAD
>>984313
>>984313
>>984313
>>984313
>>
>>984309
I use dyntopo at the early part of the process to blockout from one object, mostly for large shapes and not details

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>13 years of production experience
>Modeler/texture artist.
>Worked on big budget production.
>Writer strike happens, vfx house basically closes down
>Running on 11 month of not working.
I'm dying inside little by little. I hate any past colleagues who finds work. We're all clawing and scratching for scraps. Keep this shit a hobby, don't try and go pro.
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>>981659
No, same problem with 3D artist. Corporate is running on skeleton crew with overwork VFX people. It matters not if you are blender or Cinema 4D, Corporate America refuses to hire more people to help overworked artists.

Oh and don’t buy anything that says you’re will learn through YouTube or pay for things. Those are scams and often never teach you 3D art. The scam teaches you (insert program) U.I with no help on creating models. These scammers never went to school or follow the 12 principles of animation (they claim it but you see they only use it as a trick to bait people).
>>
>>981666
>The scam teaches you (insert program) U.I with no help on creating models
I'm a hobbyist and I've always had this problem. Courses have little to no information that carries between programs even though 3D is built on certain universal principles.
>>
>>981659
I'd search animation mentor. I know a few coworkers back in the day went through their programs to get better at animating for 3d. Honestly, I spend time learning something completely different outside of the industry for the time being. Rates are lowering across the board in the united states. My rate was 60 but now I'm getting asked to do jobs for 40, I'll agree and still not get the gig. Video games had layoffs but their is still a decent amount of opportunity in that industry. I'd focus on animating for games dont bother with film/tv for the next year or two.
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>>980194
The problem with Indians is that all of their shit is jank. Same reason something made in China costs 4 cents and the same something made with pure freedom is $100 (minimum).
>>
>>980183
>Keep this shit a hobby
that's everything creative with the rise of ai

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I’m new to sculpting. What tips should I know to help me better understand and visualize the things I want to make?
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>>982767
Mouths are not in a plane, that's your problem.
When you sculpt always remember what's behind the skin
Your teeths are not in a plane, they are in a curve, so your mouth will set that way.
There's a million other problems with the sculpture, but for the mouth first change this.
>>
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I sculpted this in blender
then I gave up because it's hard as fuck and I have no talent
>>
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>>982754
>>982755
you're sculpting your lips into the faces, even if you plump up the lips later it still won't look right. It's the bones and the teeth that cause the mouth to come forward a little, as well as the flesh, so your sculpt looks like it's missing teeth.
You have to draw out a sort of mound that you sculp the lips into. You can probably just pull them forward now with the move brush, but it'll be easier if you do this beforehand.
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>https://www. youtube com/watch?v=J2_uiUEcY7w&list=PLtZ2rrCuza-oyVD-sPjB7J80qRBufWODi&index=14&t=1s

this guys sculpt series really helped me get to a good level. Just switch his reference image with any human male or female image and go from there. pic related is what i made after this vid.
>>
Professional aaa 3d character artists here.
Look up anatomy for sculptors on artstation. They have a lot of good posts that would help you understand the shapes of the human body.
One of the biggest mistakes beginners make is making the faces super flat, as you did. Every shape, buldge, wrinkle, angle or whatever on the face flows into another and there is a reason why they are the shape they are. Those images hopefully will help you understand it

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3D inspo thread - what gets your poly goning?
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>>
>>979186
Learn povray
>>
>>979808
Aphantasia autists that loved dragging vertices around got phased out by actual talanted artists that can just sculpt whatever they have in their head, that's why there are no more tutorials for this, and there shouldn't be.
>>
>>976639
>models all this anatomyslop
>forgets the head
>>
>>975167
In all of my pursuits, 3D modeling, 2D drawing, writing, I'm more inspired by seeing people worse than me than people better than me. Because I may never reach the latter person's skill level, but if the former can find success then I know I could too.
>>
>>975941
you do realize it hasn't been a bottleneck because people are still optimizing their models to reduce polycount.
if everyone said fuck it and go high poly it would absolutely be a problem

how would i bake these shine so instead of it being dynamic it would be a static image texture that i could then scale down
>>
You'd be baking the light, not the roughness.
Roughness defines how the material responds to the light, so it's always a dynamic property. What it sounds like you want to do is bake the reflections and the specular highlights etc into an image, and for that you need to bake the lighting.
Create a new image in the image editor, then open the shader editor, open an image texture node with the image you just made. Don't connect it to anything, just select it. Go into your render tab, set it up how you like, then scroll down to bake, choose combined, active camera, then hit bake.
The image you selected should now have the lighting baked into it. Save it and do whatever you want with it.
Oh and your object needs to be unwrapped btw.
>>
>>983230
aah thank you!

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So I am only a day old diving into Blender after 3 years of trying 3DS Max with no progress which is more of a skill issue on my end.

I am specifically wanting to model cars. I have something started but am not too happy with the outcome of the doors. I am starting with blueprints but still getting to grips with pretty much everything else.

What tips can you give an absolute noob when it comes to modelling?
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it's over
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subsurf is difficult because the necessary loops in some parts of the model will break/tighten the geometry elsewhere in the model
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>>983188
You isolate curvature by having supporting loops that stabilize what's on one side of them, the bended interpolation as you curve sub-d surfaces only happens one section beyond what you're manipulating, think of it that way.
>>
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>>983189
idk what you mean. here the necessary loops to make the hood(white) will cause a crease (black) in the sides. this is only one example, but there are many more situations where this type of additional geometry starts to produce creases/tightening somewhere else...
>>
>>983190
make a simple object and model some curvature in there, move the verts around and try to crease and relax one corner and observe what topology moves and what doesn't. Sub-D isn't difficult to understand once it clicks in your head how the interpolation work/behave.

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Tbh I used to do it a lot when I was younger, but I been losing hope, and wondered why you guys do in the first place?

I always worried that my work would end up as porn.
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Futo...
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>>982647
I animate so that I can see my video games bitches ride big fat dicks.
>>
>>982647
I have a story to tell
>>
Pretty sure we have an innate desire to see pictures move. isnt there cave paintings that were drawn in such a way to indicate movement? it's in our blood. dont know why but it is
>>
>>982690
thats why you get artfriends to share your shit with anon.
You weren't sharing porn with your friends back then?

Do you have any "weird" tricks that you've discovered that help you sculpt better?

>If I need to closely copy a reference I listen to power metal and pretend I'm a fighter plane in WW2 that's flying around the 3d model and tearing it apart with my guns with the goal being to sculpt it into the shape that I'm trying to make.

Helps get you immersed in what you're doing if you see it as a game
3 replies omitted. Click here to view.
>>
/3/ doesn't understand because /3/ is full of technicians, not artists.
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>>981077
I stop fapping for a week in order to sharpen my coomer instinct and make my sculpts better.
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>>981324
This, I can sculpt up to 8 hours an armpit
>>
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>>981077
Sculpting is a bitch
watch a course or a bunch of courses and even then it's still a bitch
picrel is the last time I sculpt
>>
>>981077
not really a "weird trick" but manual retopology for sculpting.
this way i can sculpt out the rough shape without having to worry too much about nice surfaces. then i can retopologize to get a nice smooth surface, and after that sculpt additional details and/or project details from the rough mesh.
i normally struggle with the final refinement stages of sculpting, but with this method i can get a pretty nice result without hours of polishing lumpy surfaces.

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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.
>>
>>982618
I get satisfaction by raising it up a little, so its bottom is flush with the ground.
>>
>I just saved an empty startup file that has my UI and settings exactly how I like them
>normalfriends waste dozens of hours deleting the same fucking cube every new file
Truly subhuman.
>>
In a way you're supposed to use it.
Well that is if blenders main workflow of boxmodelling directly into the intended base topology and using multires with sculpting and use that to export LODs did work as intended.
Blender devs shill it from time to time omitting the fact that it's completely broken and there's no way to directly edit the multires data.
>>
>>982621
I must admit I also like to do this
>>
bump

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I made this donut to celebrate me using blender for 8 years, hurah
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>>981709
?
>>
>>971994
yes, don't waste your time
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>>965344
how did you do the 'glitter' effect?
>>
bump
>>
bump

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>Koreans start getting into mainstream media
>All their models look like high quality DAZ renders
Explain this, I can't be the only one who notices.
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>>
>>982885
Knew a guy who acted just like you making up his own head canon and arguing against weird positions other didn't even hold.
He got that way after suffering head trauma getting hit by a stray baseball bat that slipped out the grip of a kid who swung while wearing knitted gloves (true story).

Dude became a lonely alcoholic later in life because few could stand him for any duration.
>>
>>982888
I knew a guy like you too, he used to make this weird comic with his Oc called Sonichu, he ended up just like you (also a true story)
>>
>>982873
>Calls anons pedobears for liking adult asian women.
>Gets called a literal mother fucker
>Can't you see how damaged that line of thinking is?
Lol, go fuck yourself, or your mum.
>>
>>979819
Many Koreans use presets models and just fix them up.
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>>982909
A lot of people do that, mostly in porn.
I've got a lot of commissions for heads of characters, and then I see them attached to daz bodies. I have never seen a Korean game company using any daz model. Maybe a solo developer?

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Welcome to our thread dedicated to honing your topology skills in 3D art! Whether you're a seasoned artist or just starting out, mastering topology is crucial for creating clean and efficient 3D models. In this thread, we'll share and discuss various exercises aimed at improving your understanding and application of topology.
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>>
I like how sloppy these wipers look. It just werks and motionblur takes care of everything
>>
I'm working on a gun, and the grip part has some curves obviously. Using subdivision modelling. The problem I'm having is that I like to keep things as low poly as possible to keep them manageable, but I just can't realistically tie in the details I need with a low poly version of parts of it.
Would it be bad practice to model the general shape low poly, apply 1 sibdivision to get the nicely smoothed slightly higher poly version, and then tie the smaller details into that? It feels hacky, but I'm not going to be able to hand-place every single one of the vertices just right as compared to the subd.
>>
>>981915
That is pretty common workflow. Rough out a shape in sub-D collapse/flatten the stack down to that level and then optimize the sub-d generated mesh to fit your target needs by modifying deleting loops etc.

There's nothing hacky about it, any method you can think of to generate the polygons you need is valid if the end result is something useful that matches your target specs.
>>
>a good thread on 4chan
Now I can tell people that I already saw everything.
>>
>>983054
thanks anon


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