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Why are there no sculpting brushes?
3 replies and 2 images omitted. Click here to view.
>>
>>1006391
>why there is no copy paste option?
something something optimization
something something the shitty object type we use would make the program crash
you have to enter object mode to add stuff and THEN join them (Ctrl+J)
>>
>>1006470
>Sergei cant STILL write a fucking multires modifier, after 10 fucking years
Let's be positive, this year is the year, we might get color attributes with multires modifiers
Or someone might blow his kneecaps off, in minecraft
>>
>>1006428
>>1006471
i'm talking about coping values in the fields.
every software you select right click a field you will have, you expect a menu with a copy/paste option.
literally only blender doesn't.
>>
>>1006476
you fool, you absolute buffoon
you have to do this using geometry nodes in the latest versions of Blender, by making a geometry tool
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>>1006381
Bro just use bforartists if the UI is tripping you up this bad

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How can into rigging?
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>>1004321
Scaling will likely be off. Blender scales things weirdly and uses a different FBX format than Autodesk stuff.
>>
i honestly don't know. i think rigging is pretty much impossible to do unless you know exactly how you want to pose your characters and express them. you can start off with a basic rig, but you'll refine it as you try to push its limits. i'd say start off with just coming up with basic poses and expressions with an already existing rig, then reverse engineer it.
>>
>>1002745
Freeshit or gtfo
>>
what are best practices for rigging boobs?

using one bone parented to spine works in a "well, it's there" sort of way, but looks cheap.
>>
>>1006414
One result i got that was decent was to use multiple joint segments down the breast and then apply a jiggle constraint across the whole thing.

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Learning on your own is fucking impossible
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>>1005187
As if we're ever alone anymore, you have the fucking arch professor in every subject available to guide you. Sure he lies about stuff occasionally and makes up wild stories but he's free. Treat him as a alcoholic master and you'll be fine.
>>
>>1005187
Help I'm retarded.
>>1005199
Nope you are wrong. I don't help people who don't show the slightest interest in helping themselves.
>>
>>1005187
post what you made which made you come to this crushing realization
>>
>>1005187
Tutorials are made for retards like you by people that learnt on their own.
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>>1005187
Read books maybe?

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Can anyone point me in a direction for learning how to model houses or generally buildings from reference/floorplans?

Every tutorial I can find falls short in all of the same ways. Either it's an outdoor scene where the inside of the house is a hollow unusable shell, a purely interior scene with no attention paid to the exterior at all, or it doesn't show you how to make a roof on anything more complicated than a perfect rectangle or L shape.. or it's a "modern" house that is just a cube with a flat roof presumably to compensate for modelling roofs being too complicated.

And then I've tried this method of extruding planes over an image of a floor plan and that doesn't compute at all because I always end up with this twisting labyrinth of walls that looks completely out of whack in scale no matter how much I scale it up in comparison to my character. And then how do you properly make a roof for such a thing? Or make stairs to a second floor or basement and/or add these things real houses have like a 2nd story where its just a room or two and not a 1:1 extrusion up from the first story?

I've tried to just not think so hard about it and just make it up as I go, using whatever janky methods I need to block something out but I always create a total mess of duplicate edges and overlapping that I'm not even sure how I ended up with, and just seem to be wasting time trying to brute force a totally incorrect way of doing things

When I play games and open a door from outside and walk into a house it feels like I'm witnessing black magic. I would do shameful things in exchange for the knowledge of how to take reference of a complex house and recreate it as a scene where you can seamlessly walk in and out of it- and not see a bunch of fucked lighting artifacts and the like
19 replies and 6 images omitted. Click here to view.
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>>1005733
>Holy shit thank you. Do you want some shekels?
Write in a banana ">>1005697
thank you" and post the image.
>>
>>1004866
>Architectural modeling requires architectural knowledge just as character modelling requires anatomy
Pretty much the most correct answer in the entire thread.

>>1004190
>So pros model houses in CAD and import them into the game engine after?
Pros use BIM, but if you're using the building model for a game and you're not worrying architectural integrity of the model, use whatever you like.
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>>1004123
this is almost what i do for work lol
>>
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>>1005743

I hope I've understood the assignment
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>>1006422
Nice one. Okay now I'll make part 2 maybe on thursday. I'm traveling right now.

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I don't want to go to through the process of sculpting, retopology, rigging. So I'm thinking of just buying the character I need. I've asked around and it's usually 800 bucks. What do other anons think.
1 reply omitted. Click here to view.
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>>1005890
Depends how extensive it is. If the seller is doing a whole detailed character, animation ready and everything, then 800 dollars sounds fair to me. But I'm not in the 3D market, so I don't know what they charge. Personally, I charge about half that for 2D work. And I'd say that 3D is just as difficult, if not more so in some respects. But 3D is also infinitely more versatile. Once you have the character, you can pose it up and take a bajillion photos. So you don't need the artist anymore.(Unless you want more accessories, or alterations to the character.) Whereas with 2D work, if you want more of the character, you have to pay up in full again. So considering that, I think charging more for a versatile reusable asset makes sense.

But if you're just getting a little shitposty kind of model, then 800 sounds like a bit much.
>>
>>1005898
>>1005953
It's a sculpt from 0 from some description and references I gave him. Animation ready, rigged, with custom blendshapes and some hairstyles. Can anyone with experience tell me if this is a good deal?
>>
>>1005974
I charge 300 for a custom outfits that are not rigged or textured. And I've seen custom rigged vrchat models start from 700, so 800 sounds about right especially with blendshapes and several hairstyles. In fact I think he's actually undercharging.
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>>1005890
Guy... it was $1000 10 years ago.
$800 is cheap.
>>
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>>1005890
Jet go finish the S2 eps.
then S2.5.
then S3.

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How are highways like this modelled so seamlessly along these curved roads despite their complexity? This aspect of 3D modelling is so foreign to me.
Is it some special program? I think this involves a lot more than just array -> curve modifier in blender.

Game is Tokyo Xtreme Racer, just came out a few days ago.
3 replies and 3 images omitted. Click here to view.
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three nodes in houdini:
https://www.youtube.com/watch?v=vU9VBX3yjX8
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>>1006340
> I think this involves a lot more than just array -> curve modifier in blender.
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>>1006346
>houdini
i guess i'll have to stop putting off learning this accursed program. is this the least obtuse way of making roads like that?
>>
>>1006340
Are you sure they're modeled in an external program and arent just done in-engine?
As a complete beginner i would probably do most of the roads as a bunch of planes with a texture on them in the game engine itself, and then deform a few premade assets when i needed something special like a specific intersection. If the road texture is applied from the global position of the face then it should be seamless, and you can probably do something similar for the road markings

You could even define a curve for the fence models by following the vertexes of the road its on so you'd only need straight ones. Oh, and segment them too
>>
>>1006340
They are modeled as static mesh the same way any level geometry is built, the roads surfaces have enough mesh density
that you can bend a straight tiling map in UV to curve with the road.

Some games that feature real world tracks have incredibly dense road meshes that have been laser scanned to feature all the major
dimps and bulges in the road surface as the real track features.

The roads typically have dual UV sets and masks that allow seams and weathering effects to layer on-top of one another masking off
every part of the track there the UV seam would be visible. A secondary mesh slightly offset (millimeters above the road) typically
is used with a transparent decal shader for all the white lines markers or stains etc.

If your game has a photo mode and you can zoom in close to the surface you can typically see a tiny bit of parallax how the road
markers all float slightly above the surface.

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Every day I make assets for various purposes and clients. Low poly anon's thread made me want to make a thread where I post weird random shit I make from scratch/ ai / download and modify every day for my clients. Almos all assets are quickly made just for illustration and context purposes so don't expect perfect models. So I'm posting some of the assets I make until I get bored, thread prunes or the world explodes.

Lets start with some sculptures made for a client that collects them and wants to see them in his new apartment. Technique: Photogrammetry from a video taken by the client and then processed for low res and multicolor.
6 replies and 3 images omitted. Click here to view.
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Restoration hardware living room. Chairs and table were made from scratch sofa is a modified model.
>>
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Salma chair made from scratch.
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ligustrum optimized bush 90% lighter than the shit that comes from xfrog.
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"low poly" public gym made from scratch
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pickleball court... now every client is putting these in projects.

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That being said what is your excuse
8 replies omitted. Click here to view.
>>
>>1006317
https://youtube.com/watch?v=eXvBOzFIA1o

Learn blender noob.
>>
>>1006074
four people

>>1006292
the plugin was created for the film and only released publicly recently
>>
>>1006338
No one has 4 million dollars, I’m sure people who tried to raised 4 million with only 4 people aren’t getting 4 million.

>How many? 4 and you’re going to use a free 3D software that doesn’t work with your vision but you’re going to try anyway. - investors

It just unrealistic
>>
Cope the thread.
I'm just happy a small team achieved to make it happen. Not a movie for me but that is just because i'm a sucker for old school cinema. Good job, good for them, I wish I could have the discipline to make something of this scale instead of many smaller projects.
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If you think that someone can't change the story of cinema in his free time please watch this documentary.

>yhou'll never get a job woth b;lender
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>>1006215
The only MEL commands not having a Python counterpart are commands that are already integrated in Python, like math functions or string functions.
>>
>>1006216
but thats just not true. In my personal script if I search for cases where I need to run mel.eval(x) i get over 100 hits in vs code

for example
>mel.eval('openAEWindow;')
>mel.eval('raiseChannelsLayers;')
>mel.eval('raiseChannelBox;')
>mel.eval('ArtPaintBlendShapeWeightsTool;toolPropertyWindow; toolPropertyShow;')
>mel.eval('BlendShapeEditor;')

once you really get into heavy, industry scripting you have to do all sorts of commands with setting the viewport state as well. There are lots of other examples
>>
>>1006217
maya.mel.eval('xxxx')
>>
>>1006220
thats not a python counterpart. It only exists in the mel language and there is no python equivalent, just like with the Maya Python API 2.0 for creating nodes there is sometimes no equivalent for functions from the Maya Python API 1.0
>>
>>1006205
that could change this year, depending on how they implement sculpting layers and if they fix the multires modifier
blender's sculpting workflow is close-ish to zbrush if you have the quadremesher addon (zremesher)
well, they'll always require zbrush in production anyway because it has more premade brushes and assets

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my shitty cpu wont allow me to good sculpts
12 replies and 3 images omitted. Click here to view.
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>>999382
A good artist is not limited by their tools.
>>
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>>999382
Cheer up buddy
look at the cool hat your thread got
>>
>>999382
nobody asked
>>
>>1003989
really.. evil on the jolly day..
>>
>>1003989
I asked.

How do you go about rigging this type of dress.
How do you place the bones etc.

Not exactly the dress in the pic, but that type of dress with the long "loin cloth", not sure what the name is. Tabard dress? Qipao?

The character that will use it "fully modeled'. As in, the clothing can be taken off, or replaced with other clothes. Do you make a separate armature for the cloth or is it part of the characters armature?

I made some attempts, but making it behave nicely, especially when the character is sitting is a struggle.
2 replies and 1 image omitted. Click here to view.
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>>1006252
The skeleton of the character is ofc insufficient to drive it so you'll need to extra bones or other custom systems like a clothsim to drive it.
>>
bone chain along the front and back
>>
>>1006289
>>1006275
Do you guys make the cloth bones part of the characters armature, or as a separate one
>>
>>1006264
I thought of physics as well, it can just get a bit slow at times on my machine, even with proxy cages or whatever you call them.
>>
>>1006290
I typed out like 4 different use cases to justify doing or not doing that and in all of them it was just as easy to as to not. It comes down to personal preference.
In my use case I have characters who swap clothing in a RT environment. Some of the clothes will have fancy flowy things with joint chains. Some of them wont. Those that do will all be different from each other. It doesn't make sense to me to put every single possible bone all of the different clothes might need onto the character. I would rather the clothing object carries the clothing's joints along with the mesh. Then I will just constrain the root joints as necessary. That being said, if I did put the joints on the character hierarchy, it would be very easy to swap meshes in and out for different outfits. I'd also always know the physics will work if they work once.
So personal preference

>be master at plap animation
>cannot do a simple walk

Why does this commonly seem to filter so many animators?
Is it really that hard to animate walking?
14 replies and 2 images omitted. Click here to view.
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>>1004451
i think he just didn't polish this shot up at all. look at the falling petals and the roses, those are more blatantly not good than the animation
>>
>>1004451
plap animation is barely an animation, it's literally just 3 keys looped. for walk you need to know how to work with weight and body mechanics.

>>1004462
what the fuck did I just read
>>
Because it's something we witness every day. Most natural movement we do. Replicating it requires mimicry. It's why motion capture is a neccessity and saves time. The time spent for an animator to do these things for a shot takes too long.
>>
Because he's a hack that only knows how to animate disfigured manfaced trannies (no pussy = no futa) fucking in an exaggerated way

You wanna know something crazy?
if you go to the rule34 page for that video, there's people praising the first 15 minutes of that video, in which nothing happens, it's just shitty voice acting and awkward pauses between each line. One basedboy went as far as to call it "absolute fucking cinema". Grim.
>>
>>1005905
His animations outside of the lewd parts are pretty low quality in general. It's not just this video. But it is pretty likely those shots don't get nearly as much time invested into them, compared to the main meat of his content, so it's somewhat excusable. Some shortcuts are required when working alone, if you don't want to spend a ton of time on each project, when likely 90% of the viewers will just skip over all of the scenario setup and talking, and go straight to the lewd bits. Working alone also has the detrimental side, that you don't have anyone qualified around to give you good feedback. Even the best animators get blind to their own work, and benefit from having a colleague comment on their work. Sadly, coomers never give useful comments or constructive feedback, it's always either "Absolute cinema!", "Are you a god?", or someone complaining it doesn't cater to his incredibly specific fetish. If only we had a red 3D board where we could share our lewd content, to ask for feedback, so we could help each other improve.

>>1004510
This is the correct answer. Flashy fights and such are relatively simple to do. A good walking animation on the other hand is a massive pain in the ass to do well. If a scene requires me to show a character walking from place A to B, I'll either allocate several times more time for it on my schedule, compared to other things, or I'll hide most of it with camera cuts and angles, to minimize the amount of work needed for it.

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lipball
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>>1006223
He got lipp.
>>
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Here's mine
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>>1006235

This thing could honestly replace rorscach tests
>>
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>>1006223
I support this

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Post vintage/retro-styled renders and animations.
Pre-rendered, game graphics, whatever you got.
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>>1005869
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>>1005870
And that's all I've got.
>>
I really hated 3D graphics back in the late 80s and early 90s. Compared to drawn animation it looked so off to me, cold and I was young enough to feel actually creeped out by it (in the bad way).

I do understand the appeal of it being used as distinctive style in the 2020s and I guess that creepiness is part of it.
To me it feels like brutalist architecture. It can be impressive to look at every no and then but I don't want to get confronted with it every single day.
>>
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>>1005835
Cheers bro. Here's a new one.
>>
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Finished up another one tonight.

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Someone in my family told me straight up that he believes that 3d can be completely automated yesterday when we were talking about 3d jobs. I had to tell him that 1) you can only automate the simple stuff and 2) if you automate your art it looks like its been automated.

Who was right?
13 replies omitted. Click here to view.
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>>1005763
3D transformers are still text to image to depth map to point cloud to mesh.
That's for free ones you can try on github and commercial ones that want you to buy credits for the same thing.
That's the reason they suck. Nobody has done a true 3D transformer yet that has been trained on actual meshes and until they do they will continue to suck.
>>
>>1005917
>How do you think the AI understands what you mean when you ask it to conjure up something using descriptions of said thing?
its just rightthink with no comprehension so like I just said, LLM is not AI. Stop fooling yourself.
>>
>>1005923
cont.

and, as I've just said "prompting" or "searching" for some keywords will deplatform you entirely and get you banned or worse. This happens now and will always happen. Not the same fear in analog. Hits different.
>>
>>1005763
i cant respond to #1. but #2 seems like nobody is gonna give a fuck in a few years.
>>
>>1005796
cant we just take a baseball bat and go to town on their computers


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