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File: I_know_kung_fu.jpg (10 KB, 446x420)
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>I know edge flow
22 replies and 4 images omitted. Click here to view.
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>>1022914
>>1023675
look at the op retards
>>
>>1027681
>>1025385
you two are the dumbest niggers on this board.
>>
>>1027699
Just face your retardation and never post again please
>>
>>1027709
stop typing on the internet
>>
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>>1023452
>he's gonna pop!

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Do you deform 3d model to get the expression you want?
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>>1025587
>What they really want is something that calculates the angle difference between where the eyeballs are pointing, and the camera, and squeeze the pupil/iris
Lol no, OP's animation is just classical hand keying of bones, that's Choko_Ikarashi's whole thing.
>>
>>1025595
>>1025595
shapekeys/blendshapes and drivers are completely foreign concepts to the skinwalkers and kitbash hobbyists that swing by here begging for game rips
>>
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>>1023483
>basically you won't find a fixed setup that looks great from all angles, anime faces just don't work like that in 3d.
DJTHED's pony models (for blender) do this. It works using a simple script/algorithm. The angle of the (pony's) snout and its position on the head changes relative to the camera angle that blender's camera is viewing the model from.
Same with the eyes.
It does this because in order to replicate an effect like that which is seen on the show, certain angles need to be "formatted" onto the body/face shape, formatting impossible otherwise without actually disfiguring/demorphing the model.
And so it does this to attain a show-accurate look in 3D.
As of Dec. 3, 2019, it is free (all the models).
You can try it out here:
>https://drive.google.com/drive/folders/1285RzgZBvtUV43-ccJh0luJl7seBCq30
>Documentation:
https://docs.google.com/document/d/1JM-tfHCUJt7VaADMpAcSnVm7l9xdpebEuKPjjBHhOXc/edit#
Maybe it will help you in building some automation/3D-facial-disfiguring tools in your own software/workflow.
>>
is it possible to drive this using camera angles in a videogame
>>
>>1026674
You can automate it the same way you would in Blender, make a couple key poses for different angles and blender them depending on relative camera angle.

But that's really overkill. In a game either you're in a cinematic pose/cutscene and you'll author that for a predetermined camera angle or path in your 3d software, or you're in gameplay and you can get away with a fixed face that looks good from most angles

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all that knowledge and skill you need to accumulate, just to get pennies on the dollar? WTF?
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idk i see some people talking about the industry dying then i look at their portfolio and i am never surprised. people have some unrealistic expectations to say the least
>>
>>1027327
Back in the day you didnt even need a portfolio, just a copy of 3ds max and a functional brain. Indians and other third worlders ruined the industry that you need to be an ultra Aaa senior for your first job.
>>
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>>1025320
Lol this is a lie, you know what out sourcing is? You dont hire anybody in your country when you can hire 10 indians for the same price. Why do you think theres so much talk about tarrifs?? Because the govement is forced to tarrif foreign companies so American companies can develop shit at home because everything else is being outsourced, and when WW3 comes along we wont have any production. This massive globalization is whats creating our dystopia. I got nothing against immigrants but when its en masse it will destroy the job and housing markets, not to mention the culture, but this is exactly what globalists want.

So before you say this is not true, you may want to get a look at the CEO of Microsoft, and CEOs at Google, and every other major tech corpo because theyre jeets hiring more jeets.

Oh and this is not even the final boss wait until Ai get better, and people can do full 3D animations with a prompt. I dont know what any 3D artist is going to do then. Just work on your indy projects as a hobby because I dont see anybody making it with everything thats going on.
>>
>>1027337
Everything is going to hell in a hand basket. ID Software was made by a couple of Nerds and their legacy is still around today. Now you got 400 million dollars and 400 developers working 10 years to produce a massive slop game full of lgbtq and gender politics, ugly characters, and the same generic mechanics every other nodern gane has. Do you really want to be part of this industry? Because I celebrate everytime another woke studio closes. Like I said small teams is the only path forward, just look at No Mans Sky, that game is huge and only made by a very small team like in the 90s. The problem is getting people together with minimal budgets.
>>
>>1027794
I work as a 3D artist in one of the biggest outsourcing studio for video game in the world and am based in europe, i know.
i don't know why you're talking about microsoft or google which are almost not into video game at this point
and you're right in microsoft and google with jeets, the issue is that the quality has gone to shit, and we all know why. imo it's a matter of time before there is a reverse of direction

what i'm saying is that, no big and serious US game company actually want to hire indians or asians. I work with our asian studio daily (no indians) and it's a serious step below. most real and serious game company would rather pay a bit more and hir eof on me than a jeet
so in that regards, yes, if you are trying to get into video game (and not a 2 man studio or scam studio) you are competing with europeans/americans, AFTER that against jeets/asians. just if you can speak and write english, you are already ahead of most asians

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What are GOOD courses for 3D animation in Blender?
So far I only found Alive! by Pierrick Picaut. The rest suck fucking ass, but maybe I missed something
224 replies and 14 images omitted. Click here to view.
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>>1025368
Make your key poses closer together, also make sure the character's inbetweens have him/her move in arcs, not in straight lines from one pose to the other
>>
>>1019453
>If you’re going to learn about animation, you should at least find someone who knows how rigging works instead of paying people like those rich YouTubers who self claim they created videos themselves.

I would also just suggest that learning the 12 basic steps of animation, regardless of medium or program, is also a good start.

People here seem to forget that it's not the software that matters, but the actual skill of the person using it. If you have ZERO understanding what things like anticipation, overshoot, timing or spacing is, then you're not an animator, simple as.
>>
>>1019485
This is 4chan, Politics are unavoidable.
>>
>>1019394
>blender
>good
Is like asking to shit taste like food, learn normal courses and don't get attached to a mediocre tool as Blender
>>
>>1027697
good morning sar

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been making this lowpoly slop for fun. might texture it later
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>>
Yum!
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>>1027623
>Vanilla
Mehh
>>
>>1027623
Looking good!
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>>1027623
that's a weird way of serving a pancake
>>
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>>1027628
>pancake

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This is a render I made to help me understand light and form, It was made in blender is there any tips on how I can improve my stills any settings that I missed
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>>
>>1027508
That’s noob level, you need to learn rbg, individual model lighting and moving the light. Only then can you learn the advance lessons
>>
>>1027506
You have the backdrop, after that the 3 point lights and the hdri are the most basic things, and after that you can take a look at directional lights and volumetrics.
>>
>>1027511
>That’s noob level, you need to learn rbg

rgb will come right after this (i will not grind these)i just wanted to see if i can improve on rendering,any settings i missed,if the lighting position is bad im focused on values for now as i get a better understanding ill move on
>>
>>
>>1027587
hehaha pepis

File: slywink.png (248 KB, 640x438)
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need advice on setting up corrective shape keys,how do i set it up so that a driver automatically activates when my model bends its elbow?how do i set up a driver bone that follows the rest of the rigs movement but only activates the driver when i click on it and manually move,rotate,scale,etc?sre there any addons or geonodes that can help me with this?
2 replies omitted. Click here to view.
>>
>>1026635
Those are basic driver stuff, not geonode shenanigans or whatever. Just watch 5 minutes of a basic driver tutorial and you'll be golden
>>
>>1026635
you mean you want some kind of adjustment bone? it's the same as normal driven shapekeys then, you just have a non-deforming bone parented to whichever part of the arm which will control your drivers instead of the joint bones themselves. watch a basic driver tutorial as >>1026641 said
>>
A while since I've done this. You'd want to use the eulerangles of posebones in your drivers.
Blender has some sort of autocomplete for selecting an armature and it's bones for driver source but that doesn't work. It has to be posebones.
Also found this:
https://extensions.blender.org/add-ons/easy-driver/
Probably easier to set up. They show the exact use case you mention.
>>
>>1027410
holy shit this is exactly what i needed thank you
>>
>>1026635
imma be so real, use corrective bones instead.

https://youtu.be/Zx2LtlZqG3g?si=5P9qMx-SK79XTZRl

https://youtu.be/Zx2LtlZqG3g?si=5_cBg4-ljqlAxiDi

theres def gonna be a time to use shapekeys, but i cant be fucked to learn drivers when the sound of the impending nodification of blender on the horizon.

All we need now is a node for shapekey fields themselves.

File: images.png (15 KB, 447x447)
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>how do I?
>how do I?
>how do I?
>how do I?
>how do I?
>in blender
Yuck. Post your models already.
6 replies and 1 image omitted. Click here to view.
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>>1025899
Newsflash: He was never here.
>>
>>1025902
>>
>>1025829
https://files.catbox.moe/ivjfac.png
How do I eat ass?
>>
>>1025845
is he wrong? you fosstards always act like cultists
>>
untextured cuz i got professor calamitous syndrome (and my autistic ass wants to make katana ito wraps 100000% accurate but that bullshit knot on the cap pisses me off)
but here u go

>Bit about me
Been doing mostly hard surface modelling for 3 years.
get asked to do a character model for my friend's Gmod server.
he likes it and get me a gig with some higher paying people.
I don't skills to properly do human characters so I'm going to learn.

>picrel
Halfway done 3d mesh that'll allow me to modularly create different types of male characters with deforms and other shit I might need.
feed back is welcome. Some sources for doing human anatomy are very much needed.
>>
>>1027510
stick to one thread, newfag>>1026156

File: Alice.webm (1.04 MB, 512x512)
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>>992897
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File: PlaceholderChan.webm (3.67 MB, 1024x1024)
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Meanwhile I've also made an upgraded Placeholder-chan model based on the new Alice model.
>>
>>1017914
>my name is not important
>>
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Testing cloth simulation brushes
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New face and textures, Alice is a nickname.

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After seeing the new chinese video model (seedance 2.0), I'm completely blackpilled.
I think 2d and 3d animation and visual effects work are going to be over in ~5 years. You'll have a handful of senior, legacy people, mostly in comp for clean up, but I think everyone else is toast.
There'll be a short transition period, where you'll have VFX departments that are mostly comPrompters (already happening), but those positions won't last long.
It's actually over.
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File: 1771397653227898.mp4 (1.94 MB, 732x720)
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>>1025960

cope
>>
>bot spacing
>>
>>1025970
>flips around
>front snaps to the back
two more weeks I guess lol
>>
>>1025632
>but anything that needs art direction and precise changes will remain
so basically you said the same shit he said with different words
fag

bulk of the work will be AI
some very very elite rare talent will remain for cleanup
and thats that. no more entry level art jobs will exist.
>>
>works in advertising
it’s over for everyone, photographers especially. high end AI has no problem creating photorealistic movies. it’s too easy to have one person type in prompts and pick images. CG is DEAD.

File: walmart 3D pen.png (461 KB, 715x664)
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I want to buy a 3D pen for general repairing purposes but I don't know any specifics or details about the different types of pens/ plastics they use to be most efficient

anyone got any experience they don't mind sharing?

plastic weight load strength would be most informative
>>
>>1027304
/diy/ will be better able to help you, this has nothing to do with 3DCG
>>
>>1027305
why thank you
>>
>>1027305
chud, this is 3d printed items. so its 3.
>>
>>1027316
/3/is 3dcg. So you'll post about real 3d items if you wanna argue semantics and get no useful info, or you'll post on /diy/ and immediately get quality advice because it is their domain and they know it well.
>>
>>1027316
>>1027325
I think a better argument is its 3D printer related, and uses the same types of filament, so some people here could help OP.
Plus /3/ isn't exactly hurting for thread space, so there's no need to be exclusive and try to kick people out.

File: IMG_7662.jpg (83 KB, 1325x1226)
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Post and discuss project ideas, WIPs, etc. If you want to upload a file, use a cat/litterbox file or an upload on a reputable 3d model sharing site such as Sketchfab. Don't post anything blasphemous and have fun.

FEATURED: https://www.renderhub.com/jofox/jesus
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>>1022477
based, shitskins should be gatekept and deterred from 3d since they have no creativity and ruin everything. it's a white christian mans hobby and job.
>>
>>1018028
I can fap to this. Good job!
>>
>>1024233
Uwotm8?
>>
>>1025991
this is what /pol/ told you
>>
>>1022477
>https://pilgway.com/page/our_voice
>with love from the ukraine
kek didnt the ukraine ban the orthodox church
fucking kek

File: 17700638823.gif (3.95 MB, 672x504)
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I don't really know anything about 3D graphics but I do have background in animation so I need someone to verify my opinion/observations,
and also show off your vfx work if you'd like.

Recently I've developed a habit of just analyzing the visual effects of the games I'm
playing, and I'm realizing and honestly surprised that so much of 3D visual effects is
really just putting 2D animations and textures on top of invisible 3D geometry (that may or may not be animated as well).
>There aren't 6 trillion particles to that create that swirl of dust during a powerful hit, it's a brief 2D animation on top of some double helix geometry.
>That smoke coming from a chimney is a 2D animation on some kind of billboard plane.
>That river of water or waterfall is - yet again - just some fancy noise projected on top of some invisible geometry
>etc...

The reason this is kind of a big deal to me is I used to really specialize in 2D visual effects.
Frame by frame using a ton of gradients, shapes, particles, lines, glow effects, blurs, flickers, textures, etc.. and doing all this shit by hand.
And so when I would try watching tutorials on how to make 3D visual effects, I realized that it's a VERY similar process that I used to do
with 2D. So much of that shit really is just getting down and dirty with your tool and having a bunch of tricks

Comment too long. Click here to view the full text.
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>>1027343
There's a Diablo 3 presentation, gdc I think, where they explain all the vfx mileage you can get from combining 2 scrolling textures in different ways, well worth a watch
>>
>>1027343
i (a retard) would agree that yeah thats like 85% of 3d effects. but the last 15% is custom shader code and geometry node shennanigans. so it depends on how ambitious you are and how limited you are willing to be

Houdini is fun and easy!
Pick up a free apprentice version today:
https://www.sidefx.com/download/
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>>
https://www.youtube.com/watch?v=lFG1FIXBprc
Houdini 22 schneak peak
>>
In my quest to make boobs I've come up against another snag, one I've not seen before. I'm still doing my standard convert to VDB from polygons, then convert back to polygons, then remesh, etc. The right_boob_remesh_prims group was created from promoting the right_boob_remesh point group, which was made from an Attribute Paint node. However, for some unknown reason, when I give the Vellum Pressure nodes a value above 1, they deflate/shrink instead of expand. I've never encountered this before. If I give them a negative value, they seem to expand but I can't imagine they'll work properly. I assume this is some kind of normals issue, but that doesn't make sense because the model is converted to a volume, then back to polygons. So I would have assumed any normal problems would've been taken care of during that process. I even dropped a Clean node after the convertVDB and before the remesh, and that still didn't fix it.

If I look at the normals, they're also all fine. None of the faces/polygons are coloured like they're back-facing. There's nothing to suggest the faces aren't oriented properly. And yet, a positive Rest Length value in the pressure node still deflates it. I wouldn't even mind this wonkiness, except now I can't figure out why the boob seems to inflate a bit when sways from side to side, as if it were a long breathing in and out.

I'll try another model with my setup to figure out if it's just the base model that's cursed or if it's my setup. I tried this on a couple mannequin models and primitive polygons and got everything to work pretty much how I wanted. If anyone has any immediate ideas for what the bug could be, let me know.
>>
>>1029401
Why did you move on from using Tetrahedrals? Seems like the more correct choice for flesh from my limited knowledge.
>>
>>1029409
I may try those again, but the issue I was having was it wasn't deforming the way I want. I need something that keeps it shape, but will squish without too much trouble. With tets (and my admittedly limited testing of them) if you make them too "soft", they don't keep their shape and are too floppy. And if they're too "hard" they don't really deform at all when something presses against them. Even though it's called the "Pressure" constraint, it's really better to think of it like a volume. It could be a balloon filled with gas or water depending on the settings. I was doing some tests with polygon spheres (where they just drop to the ground plane) and got some nice behaviour. They jiggled for about a second and a half and then settled quickly. So there's a bit of bouncing and stretching, but not a cartoonish amount.
>>
Boob update: while I haven't been able to fix the inverted pressure scaling with this model, I did manage to fix the problem where the boob got bigger/inflated while she swayed from side to side. I just lowered the stretch stiffness of the pressure constraint. I think because it was at max stiffness before, when the model was swaying, it was forcing the volume "somewhere", but because I said the volume wasn't allowed to "go" anywhere, it just stretched everything instead. But now since the volume can move around internally a bit, the inflating boob problem seems to be gone.


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