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Is there a way to emulate VRoid's PC version on my android tablet? I really don't like what mobile version offers (and lack computer), but maaan I wanna repeat after these cool Japanese VRoid avatar videos
1 reply omitted. Click here to view.
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What is a /g/ question? Sorry I'm not here often
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>>1021056
/g/ is one of the other boards, a better fit for an emulation question. Around here's it's about actually making 3d models
>>
Vroids sounds like an awful disease
>>
>>1021056
Looks like /3/ is the most tame, normie and retarded board to ever exist. Are you aware of your neighbor /pol/?
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>>1021083
No, but it might be the most slow board ever. There are literally like 5 anons here.

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I am making a mask to 3D print for halloween.

Why isn't it bending properly when I use lattice? I want it to bend so it's easier to fit over my face. Some parts stay back and it causes the mask to look choppy and deformed.

What am I doing wrong?
>>
You should up the resolutionnon that mesh by a lot, a lot.
Otherwise it's hard to tell from just this angle. The outer verts of the lattice might need to be moved too. It may also be the case that you need to exagerate the bend in the lattice to get the mesh to bend the way you want. Thats typical.
>>
Its also helpful if the lattice shape is closely shaped tothe mesh youre deforming. Your lattice is way thicker than your mask.
>>
>>1021031
>What am I doing wrong?
Well, you're trying to make a mask using a lattice for a start.
>>
>>1021031
>>1021058
>>1021059
It's also possible that your mesh has unintentionally disconnected geometry (multiple vertices exist in the same position), try selecting all vertices in edit mode, press m - "merge by distance".

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How can I create these two characters quickly with the least resources possible? Would an AI mesh generator be able to do the job, including shipped generated HD textures?

Seen people in shorts crank out entire anime girls in Blender or AI in like 7 minutes, meanwhile I’m still stuck tryin to do it.

Not looking for a "learn topology" lecture. I want to know what pipeline actually gets y'all from nothing to anime girl fast. Bonus if I no need to spend 3 months learning blender sculpting for it.
28 replies omitted. Click here to view.
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>>1020700
Im sorry, if you cant google it on your own then you're probably not capable of downloading the model on your own, so its impossible for you :(
>>
>>1020626
It's one guy(a bot) trolling.
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>>1020623
If you want high fidelity slop then I suggest you look into Daz studio. It has enough presets and assetpacks with possible variations and modification settings to allow you to make some slop high fidelity model almost as if you were in videogame character creator. Look into the workflow, and don’t use AI. Current 3D AI is only good at making sculptures and rock assets.
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>>1020749
Thanks bro, only man in here who does no trolling and gatekeeping
>>
>>1020623
>How can I create these two characters quickly with the least resources possible?
>Bonus if I no need to spend 3 months--
Impossible

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Making a goblin model
What weapon should i give him?
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>>1020578
Nice to see somebody else making goblins brother
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>>1021008
He must be a serious pariah for being so handsome in his society.
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>>1021010
ha, i tried to make a goblin that people would actually play as in a RPG
>>
>>1021012
He probably got teased as a grot
>hey small nose! Lemme use you jaw to level my table HAHAHAHAHAHA
>look at the symmetry on this guys face! Its like he's halway in water!
>>
>>1021008
This would make a great satyr.

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What do you consider best practice when it comes to vehicle modeling? Especially for games?

Do you prefer to have super clean topology and make sure everything always connects properly, or do you say fuck it and not even bother connecting tubes, framing, bolts, standoffs, and similar details and just leave them floating on the model while leaving texturing to solve the rest?
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>>1020912
This applies to all realtime rendering. A vertex passed to the gpu is just a fixed set of numbers. Minimally in practice, it's: 3 position floats, 3 normal floats, 2 uv floats. You're free to add more "slots" (you can pass less as well, but that wouldn't be practical) when you're programming your engine, but you can't randomly have more "slots" in one vertex and less in another, or vice versa, in the same array. Vertices on UV seams, or any vertex data seams, need to have two sets of per-vertex data. Thus a split is unavoidable.
There are concieable ways to mitigate this, but none are practical. You could for example, store 2 uv "slots" on every single vertex and treat 0,0 as a null value, but that would require either branching in-shader or double the texture sampling and reserving the 0,0 pixel on every single texture to have all zeroes.
Importers and exporters may optionally handle this case for better DCC support. Exporters may keep the split vertices connected by additional triangles to indicate that there was a connection on export. Importers may re-merge such vertices and, for example in blender's case, re-convert the vertex data to face corner data. But that doesn't change the fact that when you're actually uploading data to the gpu, whenever you need more than one vertex value on its adjacent faces, you get that many splits.
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>>1020923
You're 70% wrong. Literally
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>>1020943
I'm open to corrections. Feel free to point out where I'm wrong.
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>>1020880
Huh cool
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>>1020784
i prefer just painting the smaller details with height/normal alphas. box-modelling stuff down to the level of individual screws, welds and creases (though the latter can just be sculpted on and baked into the normal map) is just too much of a hassle

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Tom steps down, chuds.

It's over.
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https://cgworld.jp/article/cgw319-medalist02.html
Here's an interesting tidbit, Maya was used for the big skating scenes on medalist but they eventually ported the rigs to Blender for use by the animation team
>>
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Also a 4 articles series on the use of Blender on the uma musume cinderella gray movie:
https://cgworld.jp/article/cgw234-acguma01.html

The model sheet palette rig in part 2 cracks me up
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>>1020893
>Originally, Blender only dealt with poses, but at the request of the drawing team, Maya's rig and controller were also ported, so it was able to handle motion, and it was used not only for skate shoes, but also as a guide for character drawing.

>Note Mgear was not ported, this is your English language mistranslation. They remake the rig. Mgear doesn’t support Blender.

So no, nothing you say was true about their usage in Blender.

>>1020894
>Only used for background and objects, not building the characters or model.
Again leaving out context

>>1020898
Guy sees “Blender” in CGIWorld and assumes the entire thing was build from Blender. I agree, this anon is baiting the schizo after the thread died with him along because this anon has history of falsely claiming things in CGIWorld while the author who wrote it clearly explains it was only a minor thing.
>>
>>1020903
>>Only used for background and objects, not building the characters or model.
Second article in the series is literally all about building the characters in blender. But I now understand a maya user would not have the mental acuity to understand multiple pages.

>Note Mgear was not ported
No one said anything about mgear but the rig themselves, so you do in fact agree with me, you're just trying to make it sound like a bad thing that they didn't need mgear.
>>
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>>1020904
>they eventually ported the rigs
No I am not wrong when I say you left out context. Medalist used Mgear in Maya had article screenshots proving it was 100% in Maya. Blender was referenced for drawing team, they did not use Blender for animation. They did not use Blender for creating characters or objects. The rigs were not “ported” because Mgear doesn’t support it. They remake the rig and drew from poses. Nothing else comes up anon.

There is no part 2 article anon, you misread because of your dumb American education. They were not created in Blender, there was outsourcing to get it done and there is no mention of Blender being their final rendering process.

Stop lying anon

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Im kind of lost how do i proceed?
>>
Id like to fix the mouth i mean
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>>1020788
Try modeling a gun to put in it
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>>1020778
kill yourself cris
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>>1020778
Proceed? You mean begin?

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why does it look like that when i shade smooth, still learning ig plz help, whats the best way to make a hole or hole shaped stuff, wich is usefull for modeling guns and vehicles
9 replies omitted. Click here to view.
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>>1020859
oh ok thanks u, i am lost then idk what the best way to make guns or vehicles and stff blender is very unintuitive and booleans arent a good idea apparently :(
>>
>>1020861
Stfu nigger lmao, if you're retarded gtfo this thread and get your fat skull shagged back into place.
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>>1020835
Looks more like shading along the vertices that were created when the hole was cut out
>>
>>1020862
>>1020859
auto smooth is a noob trap. Because it gives you the false idea that you can automate sharp edges. When you really cant. Autosmooth is useful for lazy people making super simple models. But when you go to make more complex stuff like guns, autosmooth will fuck up your model, and you'll have to turn it off anyway. So it's best to just never turn it on in the first place. Manually create your sharp edges with intention.
>>
>>1020896
For me autosmooth works good as a first step during modelling of low poly stuff, but at some point, it often makes sense to apply it and manually adjust sharp edges (in some stuff I've been doing lately, autosmooth got like 80-90% of sharp edges, but the rest I needed to mark manually, kinda useful than having to do it 100% yourself, especially when you're still moving vertices around and in position where it is useful to have it readjusted on the fly for you).

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What do we think of the new shrek?

https://www.youtube.com/watch?v=KbiwL74KyJQ
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>>1017130
Your version is way better.
>>
>>1016809
They will never make it then. AI video by that time will be already good enough to make the whole movie from a single prompt.
>>
>>1008497
The problem is that Shrek does not look like Shrek from previous movies, that’s it. Also minecraft movie was single-handedly carried by Chicken Jokey and intentionally terrible acting, so that’s not an argument.
>>
wivtoa
>>
>>1008463
low test vasectomy sherk

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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.
>>
>>1020736
>>>/v/723899405
>>
>>1020736
Premiere would be a thousand times easier than godot to video edit in. If you're just making a video use video software

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?
15 replies and 2 images omitted. Click here to view.
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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.
>>
>>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
>>
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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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.
>>
>>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.
>>
>>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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Bump
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>>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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>>999470
I freaked out and got scared once I relised

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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
>>
>>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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