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I am trying to not GET free paid plugins. BECAUSE THAT'S BAD, is there any way you guys could help me avoid getting FREE paid plugins ;3
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amazing that i'm here for the same reason
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if ur going to steal commercial software, might as well actually pirate the good shit and get maya
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>>1026447
really? Would you recommend Maya? I kinda wanna go on blender as I have been using this for a while, I have 200 hours :P
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>>1026433
>trevorposting
My brother
https://t.me/BlenderUniverse
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vfxmed

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AI will take our jobs! The ones none of us have!.
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>>1023306
you need to go deeper
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>>1010467
>grok
Literally one of the worst tools for this shit out there lmao use actual specialized tools for AI 3D art
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There’s no way there’s actual 3D artists out there that don’t want the workflows to be more simplified, they literally feel like stone age crap compared to what AI is already allowing us to do, maybe just the autists that obsess over getting their perfect topology by hand don’t want this. AI will be a perfect fit for 3D
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I haven’t kept up with the progress that AI has had for 3D asset making. How capable is it? Is it still worth learning if I want to make money off it?

I don’t want to sound like one of those people who coped when AI art was in its infancy and we thought the pictures of Master Chief standing in line at gas stations couldn’t possibly make art as good as a well trained artist, but even with my pessimistic view on how AI is going to ruin the internet, I just can’t see the technology being able to replace a 3D artist. It would probably make the process easier in some ways but you probably are going to need someone to use it until we have AI that can literally think like a human with the full knowledge and intuition of a 3D artist, which if it existed, it’s probably way too advanced and expensive for most people to afford

I’ve seen those AI programs that can take an image and generate a 3D mesh, but even when you take account that the topology usually sucks and needs manual editing, you still have to UV unwrap it carefully so it doesn’t show distortion, texture it realistically or fine tune it to fit an aesthetic, bake features onto it for extra details, then put in a skeleton and weight paint it in a way that prevents unwanted deformation and achieves specific effects like jiggling or rigid movements in certain directions

I don’t think an AI could look at a chubby character and rig it in a way that an autistic but wealthy furry would want, or see a robot/mecha and precisely place the bones and restrict their relative movement that the design implies.

Can someone cut the doomer mentality and tell me what AI is actually good for with 3D asset generation?
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>>1026080
making the meshes is insanely good if you're willing to combine them. retopo is okay. texturing is straight up awful. rigging is nonexistent par simple canine or humanoid skeleton without fingers or face.

Tripo3D is by far the best atm but it's 20 bucks. as for open source there's not a single even half decent model.

How to make daz models less plastic and more fleshy like pic related? is it a sculpt or texture problem? can they be fixed in blender?
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I'm new to DAZ and 3d stuff as well, I've found that to get a good result you need a good high definition skin, tweak SSS settings and obviously good lighting
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>>1024572
that skin that looks like its made out of concrete indicates zero SSS
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>>1024603
Most skin doesn’t have that much translucency. DAZ is not that great but Iray isn’t nearly as bad as people on this thread are making it out to be. Take tachy’s model rip to maya and render her with Arnold using random walk SSS and it will look much closer to the daz render than to the picture on the OP.

>>1024074
First of all, daz models often look harsh because most characters have harsh features. They’re really masculine even the women. Other than that stellar blade is using UE4 I believe, or 5 but in any case it’s using their real time SSS shader that makes skin look really soft and mushy. You might want to just render in UE5 to get that exact look.
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>>1024673
>First of all, daz models often look harsh because most characters have harsh features.
Is it because of all the chudlines and bad facial features?
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>>1024107
You can use thickness map with SSS and and play around with textures in general. Increase normal map intensity, reduce thickness map etc. Mostly texture tweaking

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Blender animations are laggy, skinning bugs, shitty skeleton system that's weird. Skinning and animating on older versions of Max was a cake in the walk compared to this.
2 replies omitted. Click here to view.
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>>1024943
What is weight painting?
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>>1024943
If you have any thing generative on while running the animation, then it will slow down. What do I mean by generative? That can be things like modifiers that are generating new geometry like for example, the subdivision modifier. It's generating new geometry. And when the animation is active, it has to generate new geometry every frame. This causes slowdown. So you want to disable things like that while you're testing your animation.

Personally, I rand into this issue the other week. I couldn't figure out why it was so laggy, until eventually I disabled everything, and only enabled things 1 at a time to test their effects. I discovered the culprit. I used a geometry node to generate eyebrows on the character. I didn't apply the node, because it was still in testing itself. So when I activated the animation, it was generating eyebrows for every frame. As soon as I disabled it, the animation was perfectly smooth.

Note: there is a difference between hiding and disabling. The eye icon merely hides things from view, but they're still being calculated. Hiding will not get rid of lag. You have to disable it by pressing the viewport icon that looks like a monitor.
Disabling from viewport will not disable from render. That's another 3rd option, with an icon of a camera.

So make sure that any excess generators are disabled from viewport in order to eliminate lag while the timeline is active.
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>>1025091
>there is a difference between hiding and disabling. The eye icon merely hides things from view, but they're still being calculated.
Not OP, but this explains some performance issues I've experienced while testing. Thanks anon.
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>>1024959
Hell, not even that, OP needs to unparent the armature and realign that shit. That's embarrassing even for a first-timer.
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If it is laggy you are doing something wrong. Check your settings, try to find out what is bugging out.

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What do we think of the new shrek?

https://www.youtube.com/watch?v=KbiwL74KyJQ
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>>1008463
low test vasectomy sherk
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>>1017130
Damn, that fixes the disgustingly ugly features of the original model, while mantaining it's core design and character. You just gave us the real Shrek remake that we will never have.
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>>1010203
Modern character designers do suck. The only animated films that do well are copy/paste sequels of franchises established over a decade ago, the rest is a competition to make the new record-setting box office bomb. Why would they recreate characters to be more like the latter camp?
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>>1016930
Left is the OG. Right's the update.
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>>1020355
Does it though, we've had nothing but bombs for years

Did sfm set back 2010s animators years? (kinda ignore pic)
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>>1014636
actually i think usually limitations breed creativity and so a more limited toolset will usually have more creative results due to having to solve and workaround the limitations.
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>>1014631
Couldn't you just get this effect by playing with the lens?
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>>1023484
Both the lens and the posing are used. You've gotta pose the model *anyway*, might as well make use of it.
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>>1014631
no, it's still used for simple stuff to this day despite being arguably worse than blender for simple things assuming you have all your preferences and render settings established for the style you're after in blender
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>>1022881
I think the key here is just using the Workbench renderer setting and playing around with metcaps. EEVEE might be another possibility given it's a realtime renderer.

How do we fix this atrocious software?
14 replies omitted. Click here to view.
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>>1025367
jews are terrible humans
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>>1024820
There is not fixing that retarded software you have to scratch it from zero and why blender keeps the retard bewannabes 3d artist from real artist. Think of blender as gatekeeping software. You don't want losers ruining autodesk or cinema 4d.
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>>1024979
you are a poojeet.
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>>1024926
>a shitty workman blames his tools.
that's because a shitty workman has shit tools and does enough work to know that the tools are shit
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>>1025468
>You don't want losers ruining autodesk or cinema 4d.
Autodesk is perfectly fine fucking over itself, let's be real here.

Blender's not a good program, but let's not lie to ourselves and say Autodesk is any better than the BF in terms of incompetency and how they update and run their software. As someone who's used both programs, they've crashed an bugged out on me frequently, even on higher end equipment.

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Anybody has the code that this guy is selling on his website?

https://x.com/dangreenheck/status/2016314279117353111
9 replies omitted. Click here to view.
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>>1026147
Cause no one other than OP needs the code
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>>1026152
you go ask for the big dick and do us all a favour
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>>1025898
Imagine paying that cunt for his vibecoded trash.
Just vibecode it yourself if you really need it, you can even use his changelog to make sure the features are similar
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>>1026211
Sorry bud if I want a FFT wave sim I can just fire up Blender
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>>1025898
Just open Blender play with it for few hours and you will get it for free.
And even you will learn something new.

Guy selling it most probably stole code from Blender fluid simulation!

Have nice day!

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Recently found this game on steam. nevermind the gameplay, music etc., it's all shit.
But what stood out to me is the art. How is this feasible with just a 2 person team?
Doesn't seem feasible to me, so i assume that these models and textures weren't all modeled and painted by the creators of this game, but if not, then how would you do this?
I took a close look at the textures, and for example, if you look at a barrel, the individual nails in the wood are all shaded slightly different, which leads me to believe that all of these textures are downsampled from something else somehow, maybe even from photos. But if we suppose that these are all ue marketplace assets that were simply crushed to lower poly and texture resolution, how would you do that and how would you combine all that into a unified art style and avoid the typical asset flip look? There are also some assets like in the next picture where a generic rock or moss photo texture wouldn't really work, because of how it wraps around the 3rd model as if they were created for it, but surely not?

cont.
87 replies and 35 images omitted. Click here to view.
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Still thinking about this game, made me want to try and emulate the style like OP. Really just want to play more desu
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>>1024760
>maya, zbrush
damn i thought pros all used blender cuz it's the cheapest tool for the job?
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>>1024052
>zoomer's first time looking at a low-poly model with 16bit textures with no filtering (or rather just nearest neighbor) applied to them
Come one man.
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>>1024434
the absolute state of nu-/3/
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>>1024484
>>1024483
>>1024482
this proves that lightning + postprocessing is doing 70% of the work in that game

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fucked up, evil sculpt i just made filled with nothing but hatred and malice
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>>1026238
Built for BWC with the legs spread
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>>1026238
Nice rendition of Bobby Lee
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Looks like the yellow dude from smiling friends
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>>1026238
Nice rendition of JD Vance

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it looks great in material preview but the moment i switch to rendered the way the light bounces off of the model looks like ass how should i fix this?
14 replies and 5 images omitted. Click here to view.
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>>1025805
I'm not entirely sure. But from some of the things I saw grease pencil do, you might want to look into that. Grease pencil can create outlines using curves and geometry, and there's a bunch of customization to give those lines texture.
Grease pencil is even fully integrated into the node system, if you really want to go crazy.
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It's been so many years.

I don't know how I accidentally arrived at this ghost town that only had 3 posters to begin with.

Feel free to ban me for this and I'll be back 7 years later or something.
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>>1025808
ended up using images as paint strokes but it dosent look that good from the side but its good enough,thats a good idea though will look into that

does anyone else have any constructive criticism?
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>>1025811
Do you have the manually painted normals set to tangent space? If so, try setting it to world space/object space
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is there a way to use an object's diffuse texture color for a grease pencil modifier? i know you can set the material to the same but the grease pencil doesn't have UVs right? or can you generate/transfer them with a modifier somehow

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>>1026128
It's the same spammer from the "how do i" threads from a couple days ago only with a different gimmick, killing useful threads is his goal in life and he's merely impersonating the X guy
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>>1026139
there are hundreds of people on here. could be that cultist shizo too
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I feel like I am missing INSANE amounts of context
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>>1026132
>the poster behind the animegirl and girly chatter is a big hairy dude with a deep voice
Memes never change..
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>>1026139

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I see what you did there.
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>>1025484
BVCKBROKEN

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AAAAAAAAAAAAAAAA
>please wait a while b4 making a thread
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Upgraded my JTF model
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>>1026338
sailorfuku is done
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I prefer the minimalist design.
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>>1026338
>https://take-me-to.space/nZooguQC.rar
That's a downgrade. The original chubby shape look cuter. Also adding the eyes made it worse like Dream's face reveal.
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>>1026426
>>1026356
But i do agree that the minimalist designs look cuter.
Ill try to do something. Maybe its the face shape.
Also the eyes/face has shapekeys now so you can hide them.

>>1026427
new bread

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What is the best controller for modeling/sculpting in VR?
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>>994610
never change
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>>1022597
That doesn't change what I said.
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>>1026148
gonna work my nutsack across your face for a decade and call it art too.


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