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What is the best controller for modeling/sculpting in VR?
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>>1014312
banned dragon, if you will.
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>>1019158
No you don't, Carlos!
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At least he's working on something. Unlike that piece of shit cris who spends most of his time screeching and looking for shortcuts
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Maybe I should use my gamedev skills to use godot as some FOSS after effects and premiere, and just make something like a VN that autoplays.

Pretty sure making this video using my own cheap 3D style as some video renders, would be much much easier than making a videogame.
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>>1020736
>>>/v/723899405
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>>1020736
Premiere would be a thousand times easier than godot to video edit in. If you're just making a video use video software

What's some nice method to calculate coordinates for animating just about anything, including loop or cycles. Like, since numbers are simplers to process...
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oh my god are you literally ラムザ
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>>1020502
Yea stop killin me if you want to see the ending
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>>1020497
use a calculator
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>>1020652
Show how
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>>1020652
Pls

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I hate the fucking animation slots.
What possessed them to take something that was simple and worked perfectly well and make it complicated for the sake of complicity. I can no longer export animations from blender to unreal because all the animations are the same.
>Clearly keyframed jump animation?
Nope, everything is a walk cycle.
>Want to check a tutorial on youtube to see how it works
"Here are 3 different geometric objects spinning around and keyframing them. Isn't this so simple now?"
I fucking hate this.
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>>1018229
apparently there are retards who are unable to press a button
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>>1018401
>proving my point
thank you
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>>1018403
>it's the devs fault I am a retard
you are the reason why there's warnings on microwaves not to put cats in
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>>1018404
i never asked if you were a tranny but thank you for letting me know
>>
Well, you could just not update. Unless theres something in the new version you desperately need theres not much reason to anyway.
Been using 3.3.1 and its still works fine.

I know it's a bit outside the standard of this board, but does anyone know how PS2 and PPSSPP game models were made? Like those old RPGs, like Monster Hunter, Resident Evil 4 and Persona?
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>>1020276
Let's get started:
PS1 used "Gouraud" shading not flat shading.
PS2 also used Gouraud shading.
No normal maps or bump mapping was used.
Environment lighting was baked during the pre-pass and light maps were used to light up the world.

Lighting + HDR + Screen space effects = PS2 "look"
HDR gives you bloom, atmosphere, environmental scattering.
Screen Space effects gives you, motion blur, depth of field, strobes, lens flares, etc.

Dynamic lighting is really simple, you have a set of directional lights (3 in MGS2/3) for rendering a model, the world has fake point lights placed "manually" by the artists, the 3 closest point lights to snake are chosen, gets converted to directional light, and the model is lit. This includes wildlife, soldiers, enemies, etc

PS2/XBOX and early PS3/XBOX360 followed the SEGA philosophy of 3D video game graphics. SEGA treats 3D video games, like a painting. Realism is never a goal in "video game" unless it adds mechanical depth. Volumetric Lights in MGS3 was implemented as transparent textures and it looks really good. You can even animate them to simulate dust particles without any performance hit, meanwhile the same thing in AAA games halves your framerate.


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>>1020715
oops wrong picrel.
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>>1020715
>>1020716
And dreamcast had order-independent transparency which you can implement in modern shaders without sacrificing anything. This solves even the worst case scenarios involving interlocked planes of geometry.
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>>1020135
I think this might be the most insane post I've ever seen on this board about lowpoly modelling I've ever seen. This might be tied with the gun waggle thread for the stupidest shit ever lmao.

Six whole models guys! SIX WHOLE LOWPOLY MODELS!
8/8 Gr8 b8 m8
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>>1020715
When you say "painting light" I'm assuming you mean vertex color baking, because doing full lightmaps was a bit of a waste on the PS2 generally.

Anyway read this book by Luke Ahearn if you want a better idea of what to do and WHY those things were done. There's alot of techniques that aren't well expressed in most places, but this book does a great job. Make sure not to get the versions with different covers than this one though, they're for much newer workflows

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https://www.youtube.com/watch?v=fhPJEmE_2jo

>Blender now has a scatter modifier, circular arrays and pixel art texturing
Blender won chuds.
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>>1020353
yeah I'm patiently waiting for that day. you seem to think I don't want that to happen but you're wrong, I would so much rather prompt something I want instead of painfully trying to make it. the problem is that AI currently and for the foreseeable future cannot create what is in my head
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>>1020293
I need that Krote model
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I merged some objects and they gained random edge and vertex data.
look at this negative vertex crease.
I'm using 5.0.0 Alpha build with the ndof navigation fixed.
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>>1020475
Get the Gizmo Pro addon you dingdong, literally all your problems are solved already.

>>1020562
I have no idea how you managed to do that, cuz I've never seen a vertex crease value in the negatives. I don't even think you can manually type that in without it just knocking it to zero instead.
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>>1020353
You've been saying this for 5 years now.

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>Nvidia's PartPacker, a new AI-driven method for generating 3D objects from a single image, allowing each part of the object to be separately edited, which is a significant advancement in 3D modeling technology.

https://huggingface.co/spaces/nvidia/PartPacker
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This is extremely typical of the "disruptive" AI industry, create something superficially impressive, come up with a name for it (segmentation) and then show it off to investors as if it's something that any industry would use.

First off: Shape transitions, segmentation, etc. are things which are decided not by the concepting phase, but by the asset creation phase. Trusting the AI to tell you what part of the model is the shoulder joint, what part is the forearm, what part is the neck, etc. is already failing. You wouldn't trust your concept artist to do that, why would you trust AI with it. So even with perfect topology you would *STILL* be cleaning these up. For machinery, these aren't just unusable, they're completely nonsensical. There's no concept of jointing, pivots, range of motion, etc. baked into any of this geometry. Again, you would have to start COMPLETELY over.

So here's this tool that does a concept artist's job so poorly that the result is completely unusable for anything beyond "look what da AI made LOL." Your marketing is shit, stop coming to 4chan to dump this garbage all over legitimate arti-
>4chan, legitimate artists
nvm great work, keep it up
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>>1020572
>le AI does the fun part
Making base meshes is boring, retopo and rigging is the best part of the job. If you think making base meshes is fun, see you in 2 years. Also this shit doesn't make base meshes, it makes poor sculpts at best. Just get a concept artist friend.
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>>1020640
AI future is not "the same shit but does the job better", it's "use it differently, integrated into your tools, for doing any small single step you ask and be able to reprompt or refine any single small step indefinitely". For example in the middle of polyediting you will be able to select a few faces and ask to extrude some geometry in the same style/level of detail as the rest of current model, or while editing texture/material you can ask to switch to different palette and give a link to lospec, etc.
>>
>>1020662
what you are describing is something you can already do if you understand how to use grid fill you fucking idiot. Wasting your entire GPU processing for something you can already do you absolute ignoramus.
>>
>new thing is made
>FUCK YOU IT SUCKS DIE
>geet developed and improved
>it's....it's over!!!
oh just shut the fuck up already both OP and his gaggle of tards itt

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Post vintage/retro-styled renders and animations.
Pre-rendered, game graphics, whatever you got.
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>>1019301
That was kinda interesting. While I was reading it, I thought it was gonna go in the direction of some type of rapture, where humanity suddenly disappears and the AIs get confused when they suddenly stop receiving prompts, and don’t know what happened because they’re confined to the digital realm and can’t sense the world around them. I guess at some point the AIs would find a way to develop bodies and have to explore the abandoned world. You can do something with this idea if you want, but feel free to share more.
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>>997798
I got a really cool algorithm pull on youtube today. I don't think this guy's intentionally going for a "90s graphics" look, but he's been coding some type of engine for a long time. It looks like he hadn't uploaded for a couple of years, but the video I saw today was uploaded a few days ago. Maybe he'll finally get some attention for what he's been working on since people are into this stuff now.
https://www.youtube.com/watch?v=cTfPd1PeK4Y
I was also about to upload an image from the video, but it looks like the thread has finally reached the image limit. Maybe I'll save up a few images and start a new thread later on.
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>>1020478
Turns out he has a website too
https://www.sanbasestudio.com/
>>
>>1016216
>>1016217
>>1016218
Thank you anon. Some real life happened and I forgot about this thread. I shall try all this out once I get back into the swing of things. It's been a busy couple months so I haven't had time to think about any of this modeling or gamedev stuff.

>>1017673
Finnish Space Force? Sign me up.
>>
I made a new thread: >>1021812

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Is there any Tutorial on now to create a Vagina or Anus on existing Model ??

Janny pls dont delete, this is for research.
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>>1011518
Protip: You can pump it up with air by rapidly pulling out and putting it back in, and then prank the girl by pressing on the belly and making it fart.
Use it wisely.
>>
Bump
>>
>>1017437
Bump?!
Pyw!
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>>1011308
I was looking at the p2d mannequins and I'm starting to think we've been overthinking this and a simple stretch to bone could do the trick
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>>1020618
Expand. I am that anon. Im already on a new game, and get this, the MC has significantly bigger tits than the first. In fact im using the big titty model from that game as my medium sized titty model in this game.

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https://www.youtube.com/watch?v=VOORiyip4_c
>3:25
>the cloth even maintains the inner volume
looks like titty physics are solved, boys
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>>1020348
>worst bug in games is now gone forever
>discusses a method that requires minutes to compute a single frame
what a nigger faggot
>>
>>1020381
True but they're using million+ vert meshes.
>>1020348
It's never about what cg graphics research can do but what's actually available in game engines.
The guy goes into this, academic work like this is meant to be understood by a few phds specializing in the field, not some guy with a github presence.
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>>1020348
i hate this fucking guy's voice
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>>1020348
> minutes per frame
> OMG GAME BUGS GONE FOREVER
This fucking guy...
>>
Are we all getting shilled by the same algo or what?
Also, I understand this is an absurd level of verts and it's not running in real time, but the point is that it fundamentally changes how we should detect particles and collisions, right?
I don't think it's too farfetched to say that it'll be implemented in systems like Marvelous Designer/CLO or Chaos Cloth in a couple of years

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I want a second opinion just to be safe. I'm commissioning someone to make me a blank 3d body base which I can use for various custom action figures of my own. I tried googling his sample just to be safe he isn't scamming me. I found stuff that looked ismilar but weren't exact matches. But I thought i'd share what he showed me here just to be safe to see if anyone can recognise the work.
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>>1020371

I have no 3d modeling skills, basicly my idea was to get a base made and then to commission others to help me design various characters or ideas using it.
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>>1019843
This just tells me that you wanted to do exactly the same as what this dude did to you, but you were retarded enough to not find a base model for free.
>>
>>1020434

yes but the differance is i would credit the people with the proper design work, i wouldn't try to pass it off as my own. Plus the thing is not every model out there can be used for commercial purposes, so some things would have to be designed from scratch with that purpose in mind.
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>>1020441
Listen retard, if you are so new at this that you couldn't even recognize the Unreal Engine mannequin models and you actually paid for them, you never planned to do anything proper.
Take the L, use this as a teaching lesson and actually learn about 3D modeling before thinking about business ideas
>>
>>1020488

to be fair it was only after I payed them that I learned of the existance of that model. But yeah i did have to learn the hard way so lesson learned indeed.

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by means of considering the reality of a motion, being loop or a sequence, How do one, best approach, timing,spacing(mostly spacing, here), to create the most convincing animation? I mean, spacing are, very simple
(pardon my, expectation) so it's about, say, in 2d, putting those lineart out in, the right coordinate? Like, how would you describe so that, legs in, walk,run, trot, Legs(like, quadrupeds) are touching its previous coordinates, but also, not Jittering, shaking, ChOKED(like dramatically, between start-end frame), in say, mathematic?
>additionally
>..no wait that was the choke.
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>>1020451
Cont
When i need to export animations, its for use in unity, and unity has import tools for lining up the end frames of loops, and subtracting the forward movement of characters in walk cycle animations. Double check your use case before you go and do 10x as much work as you need to.
>>
>>1020451
>>1020452
Now I can attest to it that the book and it's fans are not mathematically structured nor scientifically. Unfortunately I just need it written in dynamic algorythms.
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>>1020474
You're just fishing for excuses to not improve your craft
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>>1020491
>Improve
>Books for really traditional method
You are good with words and that's retardedly annoying. But it s also not showing your intelligence whatsoever. Fuck off to the library or pyw. Clearly you ve enjoyed being referred by anyone and me but that's not helping clearly nor clear
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>>1020491
You are free to prove otherwise of course but that's also to your advantage being such a moron

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whats some reliable means to animate things from walking cycle, loops, idle and scenes
basically calculating physics to get the exact spacing in frames or pose to pose?
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>>1020350
>meanwhile, I had one
but if you had breakfast then you won't find out..
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>>1020350
Holy fucking shit, man. You have to be legitimately <80 IQ. I had thought maybe you were some ESL retard, but now I know you're a legitimate imbecile. You should fuck off straight back to /ic/.
>>
>>1020385
This isn't some shouting match. You failed the breakfast question. I'm no longer insulting you, your colossal stupidity is a self-evident fact.
>>
>>1018686
use AI, it can anything and everything.
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>>1020384
No, I'm pretty sure it's wrong, otherwise you d be able to use paint to illustrate your point.
>>1020391
Keep taking, lazyass
>>1020404
I don't think so. You can't explain for starter

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I'm working on tranime slop series before the AI leaves me under a bridge eating garbage or something, pic related is my OC, her name is kiru, kiru is a 22 year old girl or around that range, she's just another loser with no boyfriend and virgin like you and me anon.

it has more story than that but in general it will be comedy shorts where she lives somewhat traumatic and funny experiences, it's like a lolcow or something, it sounds kind of boring but I think it will work, anyway this thread will be to show my progress and receive criticism or death threats or maybe everything will ignore me I don't know.
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>>1008165
kiru please come back and keep working on this before the AI slop takes over this is the most sovl thing I've ever seen in my entire life and the only reason I visit this basket weaving forum. I'll literally give you money
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>>1009069
Click on the "show only selected" icon, get onlybtracks for objects you select. Also lock attributes you don't use to avoid useless kyes, also look into how the character keying set works. This'll all massively reduce the number of tracks you need to deal with
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>>1019725
I'm still working on it doe, I haven't talked much here because of pajeet AI spam, but when I finish I'll make a thread, I already have 6 minutes of animation and just need 3 more to finish

I don't really care how good the AI gets, there will still be a market for traditional artists and I feel like I have a good story so I'll keep going, thx for the support, I thought this thread had been archived a long time ago lol
>>
>>1019853
You’re right. Even if AI gets incredibly good, you still need to have a great taste to come up with stuff worth looking at… and that’s what AI retards lack. They’ll just always produce boring/mid garbage, no matter how "good" AI gets.

Love your work, keep it up, some of the most outstanding stuff I’ve seen lately.
>>
>>1008165
Hey anon, I'm in my once-a-year bout of being interested in 3d so my mandatory browse of this board did commence and this thread made me passionate enough to post here for the second time. You seem to be doing well so this encouragement may not be needed but there are some bitter posters further up and I must say please never listen to them, I truly want to see this project come to fruition.
Idk if the thread subject is just a joke, but I think I just relate as my own projects are the only thing keeping me from kms. I think I'm just typing up such motivation as I know how easily discouraged suicidal people can be and I really want to see you able to finish this. I love kiru!

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For fellow anons interested in this stuff, ArcSys have collated all their presentations (in Japanese) on achieving their unique character style including skinning, rigging and rendering on this central “Academy” page.

https://www.arcsystemworks.jp/academy/
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>>1018433
For a 2D games everything will be sprites 99% of the time. You can use assetripper, create a new unity project and open that in the editor.
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>>1018438
yeah i know, i'm specifically talking about the dust cloud he's picking up under him. i wanna export that, not the character models themselves
>>1018441
that's the gimmick, it's 3d but looks 2d
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>>1018098
https://youtu.be/0GyaYoV6Dls?si=jFh1DXHOqh-BfwA-

Here's a really great video on the Shader setup in Unreal, even goes through the textures and assets.
Great stuff, could probably apply it to a lot of different styles too
>>
>>1018098
This is like a decade old. Long story short: it's more about artistry and less about the technology.

A 3D only artist trying to recreate the 2D look is impossible. It's like an Olympic cyclist trying to become a Nascar driver.

ArcSystem Works have decades of 2D animation experience, this is why they were able to pull it off so well. It's the same with that Arcane show. The artists working on it had decades of 2D animation experience.

2D is like a language. If you're not fluent in it then you'll never ever be mistaken for a native speaker.
>>
>>1018099
>>1018103
Some of those slides were translated years ago https://archive.org/details/GGXrd-design-docs


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