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I want the best tutorial I can pirate. I want to learn the basics of 3D from modeling to animation, I can use blender or either pirate Maya. I have access to cgpeers because im a super badass
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>pirating blender
He is referring to the tutorials
I always found Imphenzias tutorials on youtube pretty good.
was enough for me to get a foot in the door with modeling and animation.
Grant Abbit's stuff is great for beginners and his stuff is available on rutracker. Have fun anon :)

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the eternal debate...

spoiler: only Z-Up is based. Z-Up came first in history, so it must be right. CAD enginners and cartographers used 3D graphics long before any of you animators dicking around in Maya.
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Wonder when we'll have an EU moment where all of these clowns are forced to use ONE UNIVERSAL NAVIGATION/ORIENTATION CONFIGURATION
Math is for faggots anyway, just ask Turing
If you get a degree in mechanic you do.
Fucking moron.
Cad softwares shares the same work coordinates as machine tools for obvious reasons. Hey Gaben!
See Autocade.
That's because you're already looking down at the nodes like they were flat on a table. Not like they were on a chalkboard.

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Help me, I'd like to add a "row" to my square camera but adding another 1024 px to the render option sort of makes the camera disproportionate horizontally instead of vertically.
I tried messing with the ratio too but I'm not sure how I can solve this without increasing fov which I don't want to.
It's such a brainlet thing to ask but please?
that's what the aspect ratios are for
How do I do it please I'm a brainlet I dont understand :(

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gib tips
Tip 1) kys Cris
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Is it possible/viable to model and sculpt human characters with mouse and keyboard?
With the correct workflow, yes.
Given that people will poly model entire characters using just Maya and maybe some texturing software, yes.
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For sculpting I consider mouse and tablet interchangeable both have advantages and disadvantages there.
Tablets have better long stroke precision and pressure sensitivity going for it, mouse has better pixel accurate precision while dragging things around with grab tools.
Grab tools is my preffered way of shaping and manipulating surfaces so you tell me to sculpt with a mouse only I don't feel limited as it'd be my mainstay anyways.

for modelling I consider mouse extremely advantageous, I've never had the thought occur in my head to use the tablet for modelling (I'm a max guy).
Only place I use tablets exclusively is if I'm sitting down to draw or doing digital painting type tasks, day to day image editing of textures and photobashing etc I
typically end up using mouse only because I'm too lazy to pick up the tablet even if it would be better for certain manipulations.

Pic related is something I posted here few years ago when I was trying out blenders sculpting tools away from my may comp where I didn't have a tablet on hand, so mouse only.

Digital artists painted using shitty ball mouses for decades before tablets was a widespread thing and did amazing work, it's perfectly possible to become proficient enough to even draw and write clean handwriting dragging a mouse. If a mouse is all you have it's a perfectly viable tool anon. Lot of people do prefer tablets ofc but they're not a requirement.
Another way to look at it is that tablets shine when you're doing commitment strokes because the biomechanics of dragging a tin tip trailing behind your
hand is more stable than dragging a round a sensor located somewhere underneath your palm when you move a heavier and higher friction mouse.

But when you're doing task such as grabbing and dragging something into place you benefit from the sensor on a modern day gaming mouse having much higher resolution
than a tablet in terms of how fine movements it can register. The additional mass and friction of the mouse also makes the operation more stable
as you will stay exactly where you want without any tendency to jitter about from any input latency or lack of sensor resolution on a tablet surface.

The mechanics of holding and releasing a 'click to drag' is also less prone to cause any input error from lifting off and moving as you tend to do
from time to time with a pressure sensitive tablet that also has a lot higher latency than a good mouse.

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Neither the fade to white of film/modern tonemappers nor the raw saturation of old CG images manage to reproduce the characteristic saturated intensity of neon core highlights. Neon signs aren't fucking white irl.
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>ITT tr/3/pots learn how display devices don't match the dynamic range of physical reality.

And this kids is why you don't go blind whenever someone's welding on TV.
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If I was making a scene where it was important the neon read as actually glowing saturated I'd de-emphasis the range of the surrounding pushing it darker and use psychovisual trickery to make it read as it glows, like have it 'glow dark' against dark elements along the edges to let the contrast read as the surface emanating the bright tint despite having the same or lower brightness value.

This is a photoshop mockup of what I'd try.
>"Is somebody a retard?"
>"You're a retard"
>"I'm a retard"
>properly represent
what does that even mean you drooling retard? not a single screen can properly represent anything
>I think current screens don t have the capability of showing a picture of the sun at full brightness.

I knew there where some blithering idiots in this site but shit man you got me on this one. Great bait mate or at least I fucking hope so.

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ga boutnik?
cringe schizo larp thread
>we have vr schizo at home
>vr schizo thread at home

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>Just make 3D porn, it's that fucking easy!
>Sellout and do furshit and rake in the dough.

The average Patreon payout is < $10.

Yet "it's easy fucking money I swear any retard can do it."

How much is your 3D Porn career making you, anon?

What niche have you carved out in this saturated market?
(Keep it classy this is a blue board)
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Japanese like to sell koikatsu content through gumroad, but I got no first hand experience myself.
>but it's still the best platform for discovery, for porn at least that is.
no it's not. You get more rep from boorus, exhentai galleries and unironically newgrounds.
make friends or at least mutuals with some more popular people and hope they retweet your stuff sometimes
The traffic on those websites is laughable. Even pornhub is more viable despite being a husk if its former self. I mean if those work for you great, maybe your niche happens to hang in those places, but if you're decent enough, your work will get retweeted enough that the shadowbans have essentially 0 impact on the people you bring in. Who uses twitter's search function anyway? It's always been shit for several reasons, Everyone just follows others, and finds new people through them instead. That's how it's always been..

This, and if you make good content, people will retweet. People won't retweet you, unless you're already popular, and they're hoping for a retweet back, or if the content is something they personally enjoyed enough not to feel ashamed of endorsing it to their followers, which a retweet basically is.
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How do you approach the question of pricing someone asking for a commission from you when you haven't ever done any?

I make small loops, not really complex, and the lighting seems to be the hardest part of them usually. Nothing really extraordinary, but people seem to like it a lot and some guy approached me in DMs recently asking for a commission. He described the idea and all, but we haven't talked price yet.
He asks me for a loop like i usually do, just in a position he described. So again, nothing extraordinary and i definitely could do it in a few days tops if i'm lazy.
The hardest part for me? Deciding what to charge him. On one hand, i don't want to leave with barely anything for my work, and on the other - i don't want to shark the price too high and scare away a potential customer, considering what i do is not that complex or detailed to ask for mad cash, even if it's paid by a furfag.
How do you usually calculate your comm prices, anons?

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I have the opportunity to attend two different schools for a "multimedia design" degree, both take sort of a different approach

First one: This one gives you a very basic understanding of design with two or three design subjects in the curriculum like "Graphic Design I/II" and the rest of the degree is divided in different modules where they teach you certain software and a project along with it, from Photoshop, Illustrator, Blender, Unreal Engine, post production video/audio, even PHP programming with UX/UI stuff, 3D modeling/animation, VFX etc. I expect all of them to be very basic and that you're supposed to dive deep on your own interest, it's more like a "practical" degree in some way.

The other school has a more traditional degree with courses like photography, art history & design, front end webdev, typography, morphology, digital audio, design semiotics, it also has some 3D subjects but it doesn't cover as much.

Idk, do you guys think it's important to have an strong foundation in design for working with 3D? I think I want to do motion graphics or maybe post-production video but I still don't know, the good thing about the first school is that it kinda shows you all the possibilities.

I don't know if I like Graphic Design to be honest, I like using photoshop and doing edits and stuff like that, but I don't like branding or logo/package design
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Alright listen to me. I went to a regular art school, graduated with an art degree, then went to a technical school for CG, dropped out halfway through the program (it was all baby shit), then went on to have a very successful career for 10+ yr working on games that won awards for good art.

I'll keep this brief:
>General art programs are too broad, beginner-tier, and won't help you push yourself
>An entire semester of photography lessons can be condensed into a 30-minute video, the same applies for ALL your classes
>There's a few good art schools (New3dge, Gobelins, etc.) with a focus on -=ACTUAL INDUSTRY SHIT=-, but anything that's not world-class is run by tired teachers with no industry experience, teaching the 3ds max UI for the 17th year in a row
>School is only valuable because it provides you a structure, if you're disciplined you can learn everything from Youtube and online courses
>School is also good if you want to try out a lot of different shit
>Teachers won't have time to mentor you or give you detailed feedback
>Most teachers are very poor artists and give awful feedback, will completely miss the point
>Popular online classes/tutorials often come from the top 1% of industry pros. Your local college classes are taught by local bum hicks, who often don't do any pro work because they're busy teaching
>If a school has loads of good student work, it probably teaches something useful. If only a few students are good, they learned all that on their own and the school is shit

tl;dr don't go to art school unless you have a GUARANTEE that school will turn you into a new man. These schools are very rare. For everything else, good online learning material is insanely high quality and will get you further.

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Just to drive the point home, here's a 13-minute video that explains some incredibly important graphic design notions in a fun way by redesigning the US driver's license.
Not only did the school I attend never explain how to group elements like this, the "design" class consisted of the teacher showing funny logos that accidentally looked like sex things.

(It was one of the top 5 game art schools in Canada btw)
attend a school that has teachers with big names, make connections, be reliable, profit
>are you sure it’s a 3D animation class and not film class
It's not strictly a 3D animation degree
It's like a digital design degree, so it includes 3D stuff and post production things like video editing or programming
yeah, I know that the best learning when it comes to digital stuff (programming/3d) is the one you do on your own with highly rated courses, but I guess I need a little structure first to even see what are my options in the fiel of digital design and have an initial push or something, maybe I don't even end up finishing the degree, but trying different stuff sounds good. The first one goes from php to game design projects with unity/unreal so I'll probably find something interesting in the middle to get engaged and dive deep on my own to make a career of, or so I hope.

I'm going to ditch the second option because it's too long (4 years vs 3) plus attending all days of the week vs the first one that is only 3 days a week and I can practice shit on my days off. Alright fuck it

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What do you think about AI generated 3D models?

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>What do you think about AI generated 3D models?

Currently jank,but have a higher future potential than 2D due to still not having consistency
look at her go!
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Yeah it's pretty fucking mind blowing to be fair.
looks fixable
I can fix her

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>>3D Anime can't be KIN-ACHKCKCK
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This looks like another case of overlay drawing and no 3D rendering.
>I listened to an arcsys GDC talk... once
Look at the replies of that post
He clearly used 3D to make that
Just use static images or non-detailed characters for the background crowd. There is no need for 3D in anime.
>Main characters are 3d models
>Trusting anything in Elon Musk website
>Inexperience people claim is 3D
I don’t think you know how lightning works anon. Even if you flatten it to 2D with no shadows, the stretching of the texture will reveal the models limitations as all 3D models. Not once did it happen which means it’s clearly 2D since it’s the only possible explanation for their stretching.

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what's the easiest way to get a 3d model of an existing house/apartment if I don't have a floor plan? I can spend up to 3k on equipment.
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there is alternatives such as the insta360. the question is what's the best hardware + software combo to do 3d models of real spaces
The ipad pro is the best hardware + software combo you can get for the price. The insta 360 does have matterport support but it's only algorithmic the ipad has a fucking lidar and you don't have to use the matterport premium user package.
It's either that or jump to a 20k+ solution with faro or a leica blk.
you could try 3d scanning or photogrammetry
alternatively, for 3k, you can hire someone with that expertise
polycam and ipad might be the way to go. it's quick to the scans can be exported to skp
this seems more like a 100-150 evro kind of job
A tape measure and the cad program of your choice.

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i want to rip the Transformers models off the chinese PUBG mobile, is there a way to get them? tried asset ripper and ninja ripper but neither worked
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maybe you should try doing some more research since 99% of these mobile games don't require any special tricks to dump
aight so i checked more and i cant neither rip them directly because its all encrypted in pak files, and i cant use the reaper because need to enter in game to the skin store to be able to rip them there
so anyone knows what to do?
there are tutorials on youtube how to do it with ninja ripper. basically you run a VM and use a mobile emulator inside it, running the apk. then you rip the VM and it works
i tried, but it says i need to enter the game, and once inside i need to be looking at the model i want so it can be extracted

wich i cant since i need a chinese cellphone to enter with either wechat or QQ

maybe getting a chinese to help?

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Has anyone got a good way of using any of these for final frames?
At low sample counts they're splotchy, blast away detail and are temporally unstable. At higher sample counts they perform no better (or worse) than traditional denoisers like neatvideo or resolve's native denoising.
What's the point?
Noise = soul
Denoise = onions
A tried and true method is rendering at double the resolution you would need and downsampling / scaling down the output.
You can also use AI upscaling afterwards but that often has the same issues as denoising.
There's a bunch of temporal denosing plugins for cycles but none work as advertised.
If you really want fast noise free renders EEVEE next in blender 4.1 alpha is already usable.
Apart from that many people export to Unreal and use that for rendering.

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Well, that is obviously a verbose joke post. Don't know how autistic you need to be to not catch that.
>brain damaged
Of course it looked like low quality, you retard. Thats how technology develops. And of course if it was better in '94 they would've done things differently. Doesn't mean it didn't have artistic value. You have this hate boner for software you've, most likely, never touched. What the hell is wrong with appreciating what was accomplished? Just because it doesn't match your aesthetic ideals? The better it got the less interesting it became. CGI is no longer impressive to the average Joe; it has become standardized. This is when you lose SOVL. Lacking appreciation for what came before is why a lot of things turn into shit. And saying it looked like shit back then tells me you weren't conscious in '94. Repeating Star Trek memes really give off the "um ackshually" vibes. You seem really insufferable and up your own ass.
Don't care about muh strawman. And the coping thing is a fallacy, itself.

Sorry bros, it's fun to dick about but I actually have shit to make. Ya know, because I actually work in this field.
still coping like crazy, there is no appreciation for 3d because it's the most inferior medium by itself, it's not even worth calling an artform
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>backpedaling because obviously retarded post is retarded

Sounds about right.

>because I actually work in this field

That's the funniest thing you've said so far!
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it will be a counter movement against AI

retro graphics + nightshade

retro + authenticity will be the future
lmao even
that shit takes a lot of time to apply and does jackshit, except for making a picture look worse.

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