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this is zombo.com and you are welcome
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>>1023589
I don't think you know what baking is. Baking is to save lighting, colors, and normals onto a texture. You can bake any of these regardless of polycount, but people usually bake normals of high-poly models for retopology. In other words they convert their mesh into low-poly and use the normals of the high-poly to preserve detail. Baking light and color have different uses, such as game engine optimization and filling in uv textures.
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>>1023606
yea, i actually don't know what baking is, watch some course, telling me to bake and use substance, but i'm trying color with ucupaint addon to color my character
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For modelling glasses that will eventually be in a game enginer or VRM toon shader, should you prefer 1 vs. 2 objects per lens?
Most game model rips I've seen seem to do the right side which surprised me since I assumed they'd want to avoid overlapping transparency.

Trying to use a search engine is futile, everything I can see is about VR/AR glasses.
>>
I have a shitty laptop I bought at the start of the year. It has AMD god knows what hybrid CPU-GPU, I just tried rendering a basic model using cycles GPU compute. I did 32 cycles and 512 cycles to check the difference. What I get is basically the same for very indistinguishable slightly higher res textures + slightly deeper shadows. I see VRAM usage (?) around 500mb for both renders. But one takes 2 minutes, the other 33. Is there any reason to use higher cycles than 32 in this case?
>>
I'm an absolute beginner trying to rig an assetrip model, I want to put the above cape on the below model and then eventually rig it all to work in vrchat but i'm terribly lost on how to even start

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CAD thread? CAD thread.
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>>1021478
How did you go about setting up gpu passthrough in qemu? Was there anything in particular you referred to (guide, manual section etc.)?
>>
>>1023146
there's a number of guides/tutorials out there, just search around
https://wiki.gentoo.org/wiki/GPU_passthrough_with_virt-manager,_QEMU,_and_KVM
it involves a few steps and may take a couple tries, but i've been using it for a few years now without issue. once it's set up properly it just works
>>
>>1015428
NTA but I guess the older versions of NX used to support linux. Not anymore though, which is a shame
>>
Does an app exist where I can take a picture of a simple object like a pen and it recreates the object and saves it as a cad file?
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>>1023669
multiple pictures would fall under photogrammetry, one photo extrapolated into a 3d model would be an AI task, and turning that into something suited for cad would be very much an AI task.
i've seen ai > 3d model stuff, but to cad i have not. i haven't looked mind you. suffice to say you're asking a lot

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I'm still cracking my head if I should get the studio version of Plasticity which has xnurbs and square, or stick to fusion360 free edition.

Is Plasticity better than Fusion for game 3d assets?
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>>1021376
ah no, i was look at the non-portable original cgpeers release. the portable one looks like it's already sandboxed so should be all good.
i think guid used to be tied to hardware but no longer is. just random number generated on install.
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is plasticity worth it to learn?
are there professional plasticity modelling jobs?
or are tutorials makes the only once making money with this?
>>
>>1021382
CAD tourist here, i hate to put on the tinfoil hat but I've seen rumors saying big companies like dassault have a deal with crack scene (solidsquad etc) to inject monitoring into their cracks so their legal team can pursue you if your pirated stuff produces revenue. how much of that is true?
>>
>>1021458
plasticity is for game assets retard
learn autocad for real engineering jobs
>>
>>1021467
>deal with crack scene
very unlikely.
most software phones home so there's no need for any sort of deal to be made.
crackers don't bother patching every outbound connection programs make - the assumption is that you should be doing that yourself as a user.
in vfx the only company that aggressively pursues piracy is the foundry, and they're mostly looking for connections coming from studio customers.
can't speak for the CAD/CAM world.

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Right girl obviously has more polys, but that's not the point here.

Which one is best ANIMATED?

And why?
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though in context each game's animation styles suits their purpose perfectly well. i think if 2b had more natural human animations it would look weird considering how fast she moves and changes states
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>>1020064
Well, her butt does look kind of flabby I guess?
>>
left style is a common midwit trap, more movement =/= more gooder
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>>1021327
>Casually drops the term 'midwit' in heated discussion about legacy asscheek kinematics
>>
>>1020064
I can see her butt jiggle

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An amount of disgust and HATE that i never felt before. The amount of sadistic fantasies that i have developped. I never EVER felt this raw revulsion towards something that i have made.

This is my first character model in blender and i have no words to describe how much i want to hurt it.

I want to create and AI for this body, give it emotions just to know that it suffers. I want to torment it, i want to trap it in a house of psychological horror. Just imagining the AI's response to pain, it simulating human emotions of despair and sadness brings me great satisfaction.

I want to punish what my hands have made, i previously made bad art but this is different. I created something that i want to exist just for the purpose of it suffering eternally. I want every artifical fiber of this rot to fry and be reseted to suffer again and again with no comfort and no body to relate to. I want it to know that it's suffering, i want the artifical system to scream in agony with each tearing stimulation on it's vertices.
Anyways, i'll probably adjust some proportions and watch tutorials uwu
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>>1017599
I am right there with you. I want to call it shöëmann. That way I know that despite it's horrific nature it has a sole. I want to tell you, as it's creator, to kill yourself, but honestly it would be more punishing to encourage you to let you live. Honestly. I don't know what you were thinking. If you were thinking at all. It made my cat start to vomit. My cat. It vomited a greasy hairball and fluids from it's last catch, and even that was less disgusting. Jesus fucking Christ man. What were you doing?
>>
>>1017599
hating your creation is the essence of art
you're on the path, anon
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>>1017599
based
>>
>>1017599
so basically you're like the god of the jews
>>
>>1017599
>An amount of disgust and HATE that i never felt before. The amount of sadistic fantasies that i have developped. I never EVER felt this raw revulsion towards something that i have made.
me whenever i make something

So, here its the thing, im working on my pixel art 3d game on godot, so far so good. At first i start using some mixamo animations, now fuck it, i want the whole library, so i download .exe from github, running some python code to, but at the end, they fail of downloading the whole thing. The most amount i could get its 1000 animations, and in a very disorder way.
Questions; ¿Where i could get or how i could get the whole mixamo library? ¿Is any link o missing torrent with librarys like mixamo or mixamo? Any information about animation archives would be also welcome. Also could seed the torrent for the librarys, if any
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>>1017954
>>
>>1021403
>pixel art
>godot
trans sisters... our game

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Kind of bummed that there don't really seem to be any serious threads about animation on this board. Of course, most games nowadays just use motion capture for everything, but I'm still of the opinion that animations made by hand such as all the animations in Fumito Ueda's games have a special something about them that mocap cannot reach. And these aren't super stylized or cartoony animations either. They're grounded and realistic but have a lightness to them. I was trying to find resources on how to learn to animate like that, but it seems like a lost art. There are blender courses for animation out there such as the "Alive!" by P2D Design academy, but they all focus on they all focus on this over the top bouncy Disney style. Pretty much all across western animation courses.
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>>1015941
>but you don't see people geek over a 3D animation in the same way thousands of people geek over 2D
3D animation still makes more money
>>
>>1016066
If you think that's impressive then you shouldn't learn animation yet, you need to learn the basic Blender interface
>>
>>1015225
>h-how do I animate by hand guise??? is there a perfect rig I can make that will animate itself, render itself, do my taxes, end world hunger-
PUT THE POLYGON IN THE PLACE YOU WANT IT TO BE NIGGA ITS NOT THAT HARD
>>
>>1015225
https://archive.org/details/TheAnimatorsSurvivalKitRichardWilliams

read the fucking manual

most of it applies to 3d. It's just easier in 3d in some regards and harder in others.

Try animating some pixel art at roughly chrono trigger size if you want to figure shit out by hand and brute force feeling to understand curves, exageration, holds, overextends etc.
>>
>>1019100
And you're wrong.
>>1019119
Most people blame specifically the British, French, or Germans/Austrians for specific historical injury. American blacks blame "whites" because white Americans defined an artificial separation of the "races", largely for business reasons (the business being slavery), essentially casting all of the sons of Europe as perpetrators of attacks taken out by specific subsets of them. This has been you're "Do Not Be A Dumbfuck" Message of the Day. Back to 3D animation discussion, please.

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Painting with stencils allows you to use textures generated by an algorithm to quickly photobash your models.

Here, a tutorial will be shown on how to do this from the basics.
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>>1006923
>>1007021
Dont mind him. The anon you are replying to (>>1006894 >>1006945) is either a retard, troll or both.

>>999421
Good tutorials, OP.
Also, as some other anons suggested, a social media platform/dedicated webpage could be useful, so that this content doesnt disappear and can reach more people than the 10-20 people that browse /3/ :D
Just an idea to think about.
Thanks for the efforts!
>>
>>1015731
>>1010629
Oops, nevermind.
Just discovered your channel. :D
>>
>>1001036
>D, when I take notes, I do it this way I document everything in the form of screenshots and text. I've been doing it for a long time.
>And now with ChatGPT, I can write the instructions in Spanish, since that's my main language, and instantly translate them to English, even improved with better organization.
Basado hermano con OCD
>>
N
>>
What compels someone to make tutorials when they're still at the beginner stage?

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What's the best app for making figurines like these?
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>>1021060
leave him, he is one of them Blender cultist
>>
>>1021052
SculptGl is written by the same guy who went on to create Nomad, which is better and pretty cheap, desktop versions finally available too
>>
>>1020776
>>1020791
>>1021049
>>1021052
>>1021140
Just make it in Zbrush, the industry standard with the most advanced toolset and features instead of coping and doing mental gymnastics with your freetard software made by hobbyist neckbeards
>muh cost
If you're too illiterate to sail the seas in 10 minutes then you're a tranny or pacifist snoy westerner and shouldn't do 3D simple as.
>>
>>1021052
Only ears in OP look sculpted to me, everything else could be polymodelled.
>>
This artist uses zbrush for most of his work. Works from low subdivisions to high. He's also a 2D artist and knows appeal, the polypaint is a big factor. Final renders are done in Blender. When there's a lot of hard surface he uses Maya. Anons are right, it can be done in any 3d software. There's no shortcuts, just skill.

I remember reading somewhere that old-school video games used to treat illumination through a lens of studio lighting. Instead of simulating rays, they use a combination of point/directional/spot/ambient light to convey the emotion of a scene.
Is there any blog or video that talks about this phenomenon in depth blending both technical and artistic knowledge, comparing different shading models from different era.

Also, PBR materials today is treated as some sort of divinely "correct" way to do stuff. When you talk about disadvantages, everyone gives a handwavy remark of "slightly" less performance. But how much? There are no exact metrics obtained by comparing two scenes that were designed with both traditional and PBR models in mind without bias.
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>>
You should light your scenes like theyre a studio because you want your audience to see and enjoy the objects you're rendering.
https://warosu.org/3/thread/996611
>>
>>1017946
>actual artists
all 3d game assets are outsourced to india now
>>
>>1018058
Average indian 12 year old working on AAA titles in a sweatshop for 3 rupees MOGS the fuck out of anyone on this board
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>>1018059
he deserves it too, considering
>>
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>>1017944
is this shit?

pbr with crunchy textures

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Is it possible to make things like this in Blender or is there another program? I want to create psychedelic liquid simulations like this
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>>1018484
>>1018489
Did I break you?
This is the internet, it doesn't matter that you lost, just let it go.
>>
>>1018499
>Blender can’t be used for science purposes
>Blender can’t do special effects without using plugins or alternative methods
>Blender was not OP choice nor was Maya
>Special effects are often made using real world techniques
Who lost? Biggest crybaby of /3/ and loser. You are given enough information from the scientific community that disagrees with your opinion. All this time you spent was wasting on us by complaining or insulting, not once did you try to create something in Blender. I don’t think you even care about Blender after that one political statement that makes you sound stupid. We don’t care about your nazi opinions either.
>>
>>1018217
touchdesigner?
>>
Yes and no, you would want to look into a fluid or smoke sim for that (maybe using embergen or liquigen as Blender smoke and fluid sim sucks)
>>
I read backwards dam it, I was responding to the first post ofthe thread

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Hello, are exported contents (FBX, Texture files) from pirated softwares traceable back to you or your company? I heard metadata could contain your info but it seems people generally don't care enough to check your assets.

i'm looking to use autodesk programs and Substance painter.

if so, are there ways to launder them out? ie. import into blender and export back out.
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>>1021282
Then use free software for the 3d part and get the steam license of substance which is like 200, which you can easily get by drawing someone's favorite webcomic character getting fucked
>>
>>1021295
>get the steam license of substance which is like 200
And I get to keep it forever, no?
>>
companies that are too cheap to pay for maya are also probably too cheap to pay you a fair wage. something to think about.
>>
>>1021305
Of course not, chud. Stop being greedy.
>>
>>1021305
You do if you take the one that's not a subscription, but you could just have gone to the steam page to find that out

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I want to make a cartoon about Sonichu based on comics, but I don't know how much time it will take to animate. I have experience in creating models, but I'm a complete noob in animation. I need to figure out if it's worth spending my time on this. How long will it take to create a 3-minute animation in a blender (if the models and rig are ready)?
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>>1020797
No you do mocap with a video not the pingpong balls
>>
Are there any free programs for mocap? I searched, but I didn't find anything that could be done without money.
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>>1020299
make everything look exactly like the hideous art style, and use choppy vertex animation to make it extra shitty looking.
>>
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I think it's going to look like shit anyway, since I don't have time for animation and I'll have to ignore the flaws so that the animation process doesn't take a year. The video will probably look like it was made by a drug addict, although all the curvature of the animation and some models will be the result of lack of time.
For example, I didn't have enough patience for pikachu either, and I made it in an hour. It was fast, but he looks like he's stoned.
>>
>>1020299
if you want animators tell me

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The idea is to make simple games with them : )
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i bought picocad from the steam sale cuz i thought this is cute for five bucks man what the hell how the fuck do make anything in this shit
>>
>>1021241
Um... I’m not sure which software you’re referring to, but in my app 3D models are created in a rather 'spartan way', that is, triangle by triangle [or rather, quad by quad]. The interface is inspired by Worldcraft/Hammer Editor. I know this approach isn’t the most suitable for ultra complex models, but it’s more than enough for low-poly ones.
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>>1017543
Reminds me of Emily Hartwood
>>
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>>1021247
Yep, since these models don’t have complex UV data, they kind of resemble the designs from alone in the dark :o

In a way, I like it. It’s different. But in the future I’d like to get closer to the PS1/N64 style.
>>
get back to us once you've made some big fat juicy tiddies

What does the job market look like for 3D artists?
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>>1021226
I'm neither a pajeet or aspiring 3D artist. I just had some interest in 3D graphics as a kid but pursued something else and got curious how my life could've turned out otherwise.
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>>1021233
Well you did the right thing then, your life would be down in the shitter already if you chose a career in this industry. Atleast you're smarter than "i only want to do muh passion and what I love" on this board.
>>
me nor almost any other students can't even find an internship in the domain, don't even want to think about actual career. maybe it's good if you do niche stuff or tech art for specific interactions, if the only thing you can do is pretty assets you're cooked. doesn't help that the industry is so saturated with game equivalent of slop. if you become niche indie dev it might be the best thing to do, and capitalize on merch. 3d alone can't get you far, especially as anon said entry level jobs are dead
>>
>>1021210
https://www.youtube.com/watch?v=y3OZdux6n_Q
>>
Like the streets of new delhi


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