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File: FF12(2).png (53 KB, 221x288)
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Any eye rig setups that address the issue of clipping once the cornea goes too far to a side?
https://files.catbox.moe/0yac70.webm
7 replies omitted. Click here to view.
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>>1023848
How would you model the eye to prevent facial clipping from the side while looking good from the front?
Since it’s just a disc, once it moves enough to the side, it’ll naturally collide with the face in such a way that will look bad from the side unless shrinked/deformed in some way, I’m not sure of any other solution
I don’t know how weighting the iris’ inside and outside different would solve the problem, since it’s only the outside that’s the issue
The pose library idea is probably the most realistic
>>
>>1023848
>>1023854
Stop being lazy and rig like normal instead of over relying on a dumb PC to randomly add weights.
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>>1023854
Arcsys eyes for example are modeled with diagonal irises, simple as that. Looks good from the front and side.
>>
you can just use a shrinkwrap modifier. and make the iris/pupil mesh a separate object with a shrinkwrap constraint on the object itself, pinned to the eyeball mesh. to keep it from floating away from the eye. and then parenting the iris/pupil meshes to bones. align the normal of the bone to point directly away from the eyeball mesh and then put another shrinkwrap constraint on the bone. i can demonstrate the effect if you need.
this stacking of shrinkwrap modifiers and shrinkwrap constraints allows for any shape of iris/pupil onto any shape eyeball/sclera smoothly and without using blendshapes.
but of course, this will only work inside of blender though, and isnt exportable.

The pupil should be shrinkwrapped to the iris. and the iris shouldbe shrinkwrapped to the sclera. and each mesh should have enough geometry
Set shrinkwrap modifier to Nearest Surface Point and Above Surface with a very very very tiny offset to avoid Z fighting.
>>
>>1023916
This is working pretty well!

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I'm making a game in Godot Engine and so far I made these two models. What do you think?
4 replies omitted. Click here to view.
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>>1026704
Because OP likes naked little boys presumably
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>>1026690
looks like the opening of breath of Fire IV
>>
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>>1026690
Maggie?
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>>1026732
As expected of country vegetables.
>>
>>1026694
>>1026704
It is AI, as OP refuses to create anything. The only thing he does on this site is broadcast his fetish for nude males (which may or may not be accompanied by clothed females). We've been dealing with him on /ic/ for a while. For example:
>>/ic/7757926
>>/ic/7247650
>>/ic/7330459
>>/ic/7189052
(None of these are his own creations, mind you.) It's odd seeing him on /3/. I didn't know he escaped containment.

File: 32_a.png (201 KB, 710x602)
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Does anyone know how I can remove the anti-aliasing from those ugly edges?
I use them for lowpoly PS1/N64 style models, but since I hate those black things it makes the model look really ugly, and it's about the hair and I haven't been able to find a solution to the truth.
4 replies and 3 images omitted. Click here to view.
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>>1026816
I mean to invest it.
Sorry, I'm using translator.
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>>1026813
Edit mode manually mark the edge as sharp
Also check the normals
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>>1026818
>>1026817
I'm not sure what "Invest" means.
>>
>>1026825
He probably means "invert"
>>
>>1026827
Ah, that makes sense.

File: mei RR4.3 .png (2.98 MB, 1038x2160)
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>cloth physics simulation feels like RNG on whether you get nice folds and wrinkles or the mesh fucking explodes and melts
>closest i get is using the sculpt brush to push and pull before but its still looks far from natural
i dont know if its just a skill issue on my end or if im not using the right settings but its pissing me off
2 replies omitted. Click here to view.
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>>1026776
>marvelous designer
im doing everything except textures in blender as im hesitant to shell out money on specialized programs while still being new.
>>1026777
i usually do that with but sometimes shirts or tight pants come off as being vacuumed sealed onto the character depending on the pose. at the very least i just want to get good looking folds and wrinkles that i can bake onto lower poly models so it doesnt look shrink-wrapped onto the model.
>>
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>>1026778
>shell out money
Did anyone ever suggest that?
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>>1026773
holy shit it's ridge racer
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>>1026779
This. Pirate marvelous designer. Many professional 3d artists use it for games
Make clothing in MD and hard parts in Blender
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>>1026773
If you are having trouble making folds you need to learn which folds belong in certain places and depending on how tough the material is will change how you want to make those folds. For example folds on a silk robe will look different compared to a leather jacket. this guy has a course on folds but he also explains it in this video. https://www.youtube.com/watch?v=B6I7AQl-9Hk&t=2177s

File: game.png (239 KB, 666x405)
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how do i achieve this?
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>>1026769
Effort, like the kind you didn't put into your post
>>
>>1026770
no I mean how do I get big like Jumbo Josh?

File: 1591152729275.jpg (87 KB, 436x409)
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Hey, I'm working on a project and I have no skills in modelling and rigging/animation. For now I'm using placeholders from free models around the internet. I think there's some amazing stuff for free like some dude that did 500ish really well done fireams that I'll probably be using for weapons. There are some 3d models I like with some basic rigging but I'll need to actually find someone to animate stuff like reloads and etc.

Models should be pretty simple like stuff you would find on poly.pizza. If you guys have recommendations of sites with rigged and animated 3d models/pack I'd appreciate too, even if they are paid. From what I've found they have a LOT of shovelware and their search engine is awful, most times I want low poly models I get results with stuff with many thousands of tris.

I'm also accepting suggestion of artists (that do both models and rigging) because at the end I'll need them for enemies at least anyways
>>
>>1026672
OP you're built pretty nice for my BWC with that blonde hair and wet smirk. We could work together, heh.
>>
>>1026672
If you question isn't about furthering or sharing your own growth in the craft of 3dcg you're on the wrong board.
>>
>>1026725
Timmy...

File: logo.png (28 KB, 640x640)
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Trying to use RenderDoc to dump some Sketchfab models via Chrome. Every time I try to inject into the process, it just spawns new child processes infinitely and the capture never triggers.
>>
>>1026718
Do it via firefox instead

File: videoframe_0.png (1.79 MB, 1920x1080)
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https://studio.blender.org/training/facial-rigging/
>>
File: kid_rigging1.png (1.15 MB, 1498x845)
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Wrong frame lol

File: help.png (277 KB, 1283x1081)
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Hi, noobie here working on modular wall assets for my game.
I have a question:
So, lets say I want to connect this corridor mesh that I have with another, since the edges are beveled I'd end up having rounded corners and the meshes don't end up "connecting" visibly because of the bevels.
However, I solve this problem by deleting the overlapping faces entirely so the bevel doesn't work for that face's edges.

The alternative would be to bevel by weights on the edges around the connecting faces but that fucks up the shading and the topology because I end up getting poles with multiple verts connecting to 1.

How can I solve this? What's the industry standard way to deal with this topology issue.
>>
File: yay.png (209 KB, 913x1121)
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omg i solved it thanks to claude i had to mark the connecting edges as SHARP. and then bevel by weight if anybody's interested
>>
>>1026371
Try that thread next time
>>1025537
>>
>>1026373
btw how do i extrude a bevel angled then spinning downwards

File: Osaka_topology.png (446 KB, 762x812)
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Help me fags, im struggling with this topology
24 replies and 5 images omitted. Click here to view.
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>>1026566
The box method makes for fun gifs but it's a drag compared to poly from scratch, as you start with useless premade loop dependencies and will only add more. If you wanna be efficient, you build the face first and only then close the head loops, once your face already has all it needs
>>
>>1026568
So you don't know how to do it, is that what you are trying to say?
>>
>>1026573
No, I'm saying it sucks compared to doing it without the cube
>>
I bet that this: >>1026563 has better shading than this: >>1026566
The brown loop around the face will likely give the perimeter of the face cleaner shading.
>>
>>1026598
Almost certainly so. In addition >>1026566 hjas a 6-pole on the contour of the 3/4 view angle. Its outlines are going to be random bullshit totally outside of artistic control.

File: UwAEsSAG.jpg (68 KB, 640x629)
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obviously the only real choice for developing fabric patterns in 3d is marvelous designer, but i dont feel like pirating it again just to run it in a vm (linux btw) and learning yet another software suite. im also pretty unsure about its suitabillity for my usecase, which is making a fursuit; i need to be able to generate patterns from a surface, and not just cloth-physics a pattern over a surface like i know md is mostly used for.

the big problem is that many of the parts of a fursuit are stuffed or padded, so just using a human mesh as a base isnt enough for all features, and because of the tension of the stuffing, some parts are either ballooned or draped, depending on their place on the body. my intuition is to just use blender and try to generate fabric patterns from uv maps as images and then print them. is this something any of you guys have done before? the pattern would need to be mostly isotropic to the mesh (i could just draw seam allowances by hand), and im not sure if thats possible out of the box with blender.

im already going to need blender for sculpting and printing the head and several of the electronic components im making for the fursuit, so i may as well try and use it for the fabric patterns too if i can.
>>
>>1026538
i havent tried it. it seems possible, but also a lot of work, but if you're comitted to the idea...
>i could just draw seam allowances by hand), and im not sure if thats possible out of the box with blender.
tab to go to edit mode, click to select edges, pick the ones you want, right click, then mark as seam
>>
>>1026543
marking seams is a uv thing which im familiar with from doing texturing. seam allowances are a sewing thing. they are an excess of material past the point where seams are sewed together to give the material enough strength to not fray, or to allow surging or overlock stitching. generally youll give maybe a1/4-1/2 inch of seam allowance depending ont he material or the type of seam youre sewing.

my main concern is being abe to turn the surface of a 3d model into a planar surface without distortion. im stupid and the correct term is homeomorphism. i need to preserve the area of the model when unwrapping it.
>>
>>1026544
Export the UV map with a margin?

File: image01.png (116 KB, 723x283)
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Why is Blender laggy when sculpting high definition meshes? Any way to optimize this?
4 replies omitted. Click here to view.
>>
>>1024918
>Any way to optimize this?
https://www.youtube.com/watch?v=vC7jGM16t2Y
>>
>>1026537
And that is why I don't use Blender for any of that crap. I just stick to zBrush and an image editing program like Photoshop, Clip Studio (for stylized stuff) or Substance.

I don't get why people here don't consider using a pipeline system for their work.
>>
>>1026551
cause we're fucking poor nigga. ucupaint is the best we're gonna get.
>>
I've seen people subdividing meshes like fucking crazy before even having the base shape right.
I hope OP isn't one of those.
>>
>>1026552
Piracy, man. I don't know why you don't think of that, either.

>>1026556
Wouldn't surprise me if that was the case, honestly.

File: hq720.jpg (49 KB, 686x386)
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I use blender mostly for pinups/static scenes and everytime I try to make my own lighting from scratch it makes me feel like a retard who doesn't know how to use blender. I've seen a few youtube tutorials herre and there, as well as attempting to copy other artists, but feel like I have no foundational knowledge.
35 replies and 5 images omitted. Click here to view.
>>
File: TNG conspiracy.png (507 KB, 981x719)
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Fuck it
Post your favorite examples (Movies, shots, etc) you'd recommend to learn lighting from


God i fucking love rimlights so much
>>
>>1022747
There is an excellent series of articles on the theory of lighting made by one of the Lego Batman lighting guys,. You can read it here: https://chrisbrejon.com/cg-cinematography/. For the actual practical "how do I control this shit in Blender?", see https://www.youtube.com/watch?v=c3FnWQTMo9s. This might actually be the only good lighting tutorial for Blender on Youtube. He gives you a basic scene, shows you how to control the lights (what settings to adjust), and then lights the same scene/shot multiple different ways to convey different emotions. The book Framed Ink is easily available in PDF form on the Internet, and while it's in black and white, it should help you further increase the emotion you're trying to convey via scene composition. While you're doing all of this, I'd echo the ideas to watch your favourite movies and to try and re-create the lighting setups in the shot, but in Blender. Hell, download some basic mannequins and pose them in the frame too.

I think people in this thread had generally fine advice, but it's disappointing no one actually gave you a book or article to actually study.
>>
>>1024187
I wanted to recommend Brejon's blog but i keep forgetting his name every time i require his site lmao.
Thanks anon.
>>
>>1022747
First set your pubes on fire. Second watch how the flames dance and shine upon your blistering skin paying close attention to the shadows. Third, profit.
>>
>>1024170
It might be a bit of a dull answer but there are so many shots of Davy Jones in Dead Man's Chest that light him so well and really show off what an excellent job they did. Where he's introduced in the dark and he's face to face with the other guy, some really sinister lighting there

File: slywink.png (68 KB, 316x250)
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trying to get a npr rig of a "doughnut" and "biscotti" working im using a cloth sim to simulate "doughnut jiggle" and im struggling to get the "biscotti" to penetrate through the donut hole and then have the hole return to its regular shape,also trying to simulate "coffee liquid and bubbles" to spill out of the donut hole,since its npr so it dosent have to be realistic and the less intense it is on my pc the better

any suggestions or tutorials you can recomend?
15 replies and 6 images omitted. Click here to view.
>>
>>1024300
>>1024302
>>1024305
why are you making an animation of a dog vulva being penetrated
>>
>>1026344
How do you know what a dog vulva looks like?
>>
>>1024300
How would you do a hotdog sliding between two large buns roughly D size?
>>
>>1026366
You say that like dogs normally wear pants.
>>
>>1026477
Conserve volume cloth simulations

File: 120 Staryu.png (340 KB, 891x857)
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a thread to post your daily sculpts and sculpting in general
previous thread >>1003156
270 replies and 149 images omitted. Click here to view.
>>
File: 230 Kingdra.jpg (157 KB, 2048x2048)
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>>1023181
I've seen worse, how's your second sculpt?
>>
>>1022609
would let her bite my head off
>>
Image limit reached, new thread >>1023366
I'm dropping the "daily" from the original thread name since it doesn't make sense anymore
>>
>>1023316
hey uh are you using zbrush for sculpting? i am a complete beginner, like watching how to do modeling in blender type of beginner. so before even jumping straight to zbrush or anything else i would love to get your opinion if i should just stick to blender for now until i can learn more about sculpting and stuff. i have also a wacom tablet for 2d stuff that i abandoned for a while so i was gonna use that. Would you recommend to a complete beginner to stick to blender until they can learn more, i also have a zbrush 2024 crack but dont want to use it for now before learning blender more. And i also would love to learn your opinion if i should switch to 2025 or 2026 crack.
>>
>>1026453
Those pokemon quick sculpts were done in Blender, I use Blender because I enjoy using it
You don't have to use Zbrush unless you want to be a full-time sculptor in a professional setting
Zbrush 2024 is fine, a beginner won't need the features introduced in later versions (until they release the UI update)


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