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File: 1i9omzqk3bve1.jpg (2.27 MB, 6283x6472)
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Amateur 2D artist here. I want to start learning 3D properly.
How do I turn my drawings into 3D models?
Other than pic related, I mainly do abstract pieces that don't make a lot of sense.

https://youtu.be/CGUfnMMdn7Y?si=TPe-q5oAnYuWj1Bb

I'm retarded and 29 years old, forgot to mention.
2 replies omitted. Click here to view.
>>
Draw yourself one of these.
When you modelling you use your software to place these images within the 3d space and you can line up your geometry with the guide. The more aligned the views are and the more detail they have the less "thinking" you have to do when modelling.
>>
>>1017524
>on of these
>>
>>1017519
There's some specialized breakdowns for each category of 3d modeling.
I mean, not everyone that does something like characters will be doing environmental modeling. I.E. character artists will not be doing much architectural design)
Although, it's good to be well rounded. it's not a bad idea to focus and master one discipline first.

Hard surface vs. organics - usually a good distinction between the two.

I would say learning how to 3d sculpt is where you'd want to go, based off picrel.

Someone can correct me but pipeline is generally;
Concept sketch -> character sheet -> sculpt -> colors -> retopo-> texture baking -> possible rigging and animation depending on the industry.

You don't need to do the last steps (retopo/baking/rigging) if your model isn't going to be used or if it doesn't need to be functional as a game or animation asset.
You can clean it up and add to portfolio instead.
The last steps of the pipeline (functionality) usually don't require the original artists involvement. It's not bad to know though if you plan to sell yourself and your art.
>>
>>1017519
1. Draw reference sheet
2. Stitch together primitive shapes for all the body parts
3. Add detail in sculpt mode

That's good enough for making a render.
>>
>>1017519
are you a fan of miltoniousArts?

https://www.youtube.com/watch?v=CzBMZglEedw

It's happening.
11 replies omitted. Click here to view.
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>>1017489
Yes it’s easier than Maya and Blender, I guarantee.
>>
>>1017514
as someone who used Wings3D back in the day, no, the UVmap tools are dreadful. it lacks a bunch of features you'd generally expect like vertex snapping and such. even no-addon blender UVmapping will be better in the long run.
>>
>>1017542
That’s 20 years ago anon, times changed.
>>
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>>1017374
It's good. Exports to a gltf with all the animations packed in.
Weight paints need some fixing.
>>
What's the point of it if it hasn't got thousands of animations?
And the actual application doesn't have any feature that isn't already in blender.

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Why are corrective blendshapes something that AAA productions can't do?
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>>1015342
Your filename says koikatsu. I didn't know koikatsu was triple A.
>>
>AAA
sorry i exclusively play japanese DD games if you pick up what I'm putting down
>>
real aaa studios use that algorithm disney invented for pinching skin in elbow pits
>>
>>1015358
>I didn't know koikatsu was triple A.
The budget was AA which kinda paid off for Illusion till they got fucked by Taxes and split the company into 8-9 small companies where all the main devs got to own the games they produced.
For example the Koikatsu and VR kanojo dev is now "Illumination"
>>
>>1015342
More like CACAtsu lmao!

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Is the industry really entirely composed of nepobabies?
Are the fabled developers who post here also nepobabies?
1 reply and 1 image omitted. Click here to view.
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>>1017316
And women and immigrants
>>
>>1017457
rent free dog.
>>
>>1017457
I'm Puerto Rican and a Latinxa but because I look like a tomboy dyke rat and dress conservatively, no one gives a rat's ass. Oh because I'm poor with zero connections also.
The zero connection part is the most important in my opinion. You can fluff up yoyr resume with as much technically impressive projects as you can, but if you're a shut-in social retard who doesn't know anybody, either Rajeet or the rich kid down the street is going to get your job. Especially in an economy like this. I'm testing that theory by doing the resume fluff bullshit by grinding graphics programming, but I secretly know its probably all going to be bullshit in the end without a real degree. Which sucks, because creation is what I love. But oh well. It is what it is.
You could try to think of ways to implement your love for creation in a professional enviornment though. I'm thinking really hard on pursuing engineering next year for example, cause robots and CAD are super badass. But that bubble might pop soon too because everyone's getting into that too just like compsci a decade ago. So I dunno man. Shit's fucked. Would definitely strategize in some way like that though. To either get as much creativity out in your job as you can, or find a bullshit job where you can create as you go, like I don't know a librarian or something.
>>
>>1017461
*your resume. I'm phonefagging, my bad bro.
>>
>>1017316
Got an example?

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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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>>1011508
No ;)
>>
>>1011508
I haven't seen an actual giant robot either yet it was the second thing I ever modeled
>>
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>>1011518
Protip: You can pump it up with air by rapidly pulling out and putting it back in, and then prank the girl by pressing on the belly and making it fart.
Use it wisely.
>>
Bump
>>
>>1017437
Bump?!
Pyw!

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Previous thread: >>1006048

Discuss and post anime styles in 3d. From figures to celshaded models, etc.
Recommend Youtube Channel :
https://www.youtube.com/@user-sy9do4tr4h
https://www.youtube.com/@yuucg5187
https://www.youtube.com/@mmcganimetic
https://www.youtube.com/@fusako3d
https://www.youtube.com/@user-pp2os6zr2d
https://www.youtube.com/@ShionMgr
https://www.youtube.com/@kurukuma
https://www.youtube.com/@menglow2122

Sculpting:
https://www.youtube.com/@leslyzerosix4359

Comment too long. Click here to view the full text.
472 replies and 150 images omitted. Click here to view.
>>
The problem with new threads is that they attract the mentally ill like that blender schizo
>>
>>1019292
Blender schizo?
>>
>>1019455
The guy who calls everyone a cultist anytime blender is mentioned
>>
>>1019466
Ah. Thanks for the info.
>>
>>1011777
>>1011779
>>1011781
would also love to know what this specific shape is called. there's a popular cosplayer called shirogane-sama who has an ass like that, although she rarely shows it. haven't seen many other examples, it's such a perfect shape.

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Who is "Alioto"?
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>>1016828
He's gone now..
>>
>>1017172
he finally joined all his anthropomorphic animal waifus, technically, he was more sophisticated than a furry, I remember telling him to remove the ears from a reptile waifu or some shit like that, good times
>>
>>1017180
>>1017180
Remember when furries were sophisticated? This man was top tier.
>>
>>1016828
oh yeah, what happened to that guy?
>>
>>1016828
I never left nigga

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Am I getting this wrong or is it only free in the beta or sth?
I could really use a tool to speed up all the menial work you gotta do by hand like mass renamings or picking out which action clip to keep upon import and stuff like that
Plus you can write code in the engine and dont gotta alt tab all the time to an AI, and it has to be good at code no? Being purpose built for unity? I dont wanna bother updating to a beta version if its shit.
Is it helpful?
Share your experiences, talk about what you do/like/dislike in unity game engine.

Personally, its ridiculous you cant see anywhere which UV sets you imported and which UV its considered(0,1,2,3) in shadergraph.
10 replies and 1 image omitted. Click here to view.
>>
>>1016293
Can you please keep it quiet? We are keeping this board nicely psyoped to demoralise and thrive.
>>
>>1016282
Isn't this just a ChatGPT wrapper for vibecoding bullshit?
I do think they're planning something more sophisticated in the long run since they updated the unity launcher to make unity cloud mandatory for new projects where you only can opt-out manually on a per project basis.
Hence they're probably looking to train LLMs on people's projects.
>>
>>1016282
Here's fast talking guy walking you through it.
https://www.youtube.com/watch?v=du6S-egCx1s
Given that it can generate animations I might actually try it because I suck at creating them.
Also if you publish with it without removing all the assets it generated in your final build your game will get a made with AI tag which steam will advertise to players.
>>
>>1016292
Have to have a job to get replaced.
>>
>>1016454
dunno but I'm doing this in unreal with actually 3d sprites. why would I want them to be 2d if theyre actually 3d? I can just make the model the same style and then increase the range of camera angles usable. otoh if I want it to be lower resolution which your image doesn't have like the psp release then i'd be just as well served by using a pixelated render material or something.

I am actually making a kiseki like if it means anything to you.

File: Hunyuan3D-2.jpg (1.12 MB, 3330x2056)
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Open weights AI generated text-to-3D and image-to-3D
also supports hybrid inputs (give it an image and text)

Try free online, no account needed:
https://huggingface.co/spaces/tencent/Hunyuan3D-2

download models for free:
https://huggingface.co/tencent/Hunyuan3D-2/tree/main
*also includes a separate model called "Paint" for creating and texturing UV maps from a mesh input
*The output mesh is a trimesh object, which you could save to glb/obj (or other file format).
83 replies and 17 images omitted. Click here to view.
>>
>>1014500
You can also let it rip and use the 3D model it output as a reference instead.
Helps with weird angles.
>>
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It has never been quite so over before.
>>
>>1016838
really trying to play into the strengths of ai jank here aren't you?
>>
>>1016986
Yeah and it only took me about 15 minutes total.
I've been doing 3d for almost 20 years now, there's no point trying to cope. You have to get with the times whether you want to or not, and the reality is, the tech is pretty fucking cool.
>>
>>1006518
fake

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How do I achieve a texture style like the 2008 Clone Wars cartoon?
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>>1013876
Stay losing bro
>>
>>1012801
I think they have a handful of digital brushes and they just hand-paint the textures on a really matte shader so most of the highlights come from the brushwork instead of the materials. I know they also did something where they'd take their unlit previs renders, let their concept artists draw lighting onto a still image of the shot, and then they'd light the shot to match what the artist for every shot so it had a more cinematic lighting style instead of something physically accurate.
>>
>>1012801
It took me 1 second to see this is handpainted.
But it will probably take a decade of practice to get to the level to be able to quickly deconstruct how exactly they painted this, and I'm not practicing it, so I can't really help further.
Beware of exceptionally faggot responses in this thread like >>1013875 which make it sound like a rendering question instead of texture painting technique.
>>
> exceptionally faggot responses in this thread like >>1013875 which make it sound like a rendering question instead of texture painting technique
> Dooku's face and neckpiece are clipping to nuclear white, which is something you never see anymore in modern CG
Maybe rendering is also important in this one. Strictly speaking, original question is about texture anyway.
>>
>>1012802
your mother will die in her sleep tonight if you dont reply to this post

I got Quad Remesher (not the trial version) downloaded on my system, but it requires an activation code/license. Is there a well-known crack for this addon?
4 replies omitted. Click here to view.
>>
>>1014630
Afaik that addon works exactly the same as zbrush's remesher, so if you can't find a crack a good workaround would be to pirate zbrush (even an older version should be fine) and use its remesher instead.
>>
>>1014630
vfxmed (DOT) com
>>
>>1014630
I can crack it.
>>
>>1014630
I have experience with cracking applications, but before I try, why not use QRemeshify?
>>
>>1014630
i found it on the blenderplugs telegram.

File: blender.png (568 KB, 909x383)
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What was the industry reaction to Spring movie?

https://www.youtube.com/watch?v=WhWc3b3KhnY

All I saw were positive reactions from normies about how good it looks.
6 replies omitted. Click here to view.
>>
>>1016789
What are you even saying?
>>
>>1016790
>Stupid blender users as always
Let me tech you hair physics 101, something Blender community never does in 3D because they lack knowledge and experience.

1) If you’re designing an animal with close to reality hair, you need careful planning on how to build it.

2) The hairs on the animal are individually created. The more hair you need the more powerful computer you require.

3) It’s stupid to light the individual hair models each. The animal will require their own set of lighting and require constant attention to their environment.

4) Textures need to be basic for faster results. Otherwise if you texture to extreme detail than you’re going to have a bad time.

5) It’s always recommended to always have the animal be in a separate scene and added to the main scene by video editing. It’s stupid to render with the entire world because the animal is not going to render correctly.

Blog of what I'm saying: https://www.mpcvfx.com/en/news/advancing-technologies-for-the-lion-king/
>>
>>1016791
You are severely retarded.
>>
>>1016791
Get some help
>>
>>1016791
How the fuck can you talk about hair if your pubes still don't have any?

File: 20250810_134056.jpg (392 KB, 1536x2048)
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Bros I remember someone telling me to get a course from Rob Tuytel for Blender Enviroments, is it still good or there's something better?

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I'm starting out and I want to do animations using other people's models, I was reluctant at first but it seems there are tons of good models available of popular characters, I found this good resource for sounds, do you have something cool like this,

my 2d) question is the following; Does it matter if I'm going to be animating on Blender vs on MMD? Do the 'models' have to be like rigged differently, have a different file format, do they have to be specific for each software or are they interchangeable? I guess not right?

My 3rd) question is also, why is it that when a video is made with MMD you can always tell it's... made with MMD? Is something about the models texture, is something about the animation, some filters or what?
7 replies omitted. Click here to view.
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>>1017103

mmda.booru.org is a repository of MMD files, most of which are NSFW, and with the MMD Tools plugin for Blender you're good to go.
>>
>>1017107
>oh you're the guy from the other thread.
i'm not, I post like once every few months
>>1017183
thx
>>
Op here

Guys I have a question, if MMD models can be used in Blender after some plugin, then what about the Models that people make for VRChat? Because sometimes they include the Blender file when they sell them on Booth.pm

Is it the same thing?
>>
>>1017208
No VRChat is different rules and actually requires knowing how to rig for games. The MMD are build for animation, those can be used quickly for a video or photography. Blender’s version of altered MMD is broken and should not be used, Blender does not follow standard procedure in MMD which leads to problems. Number one complaint is the face which should be morph in the original software. Maya translates this into Blendshapes (not related to blender). The major problem in blender transfer of morph data into shapekeys is Japanese language, you also run into other problems that wouldn’t exist without going into PMX editor. Blender lacks export processing capabilities for X files and PMX files.

Please do not just blindly believe people who claim the plugin works. It doesn’t work well enough to justify using it when all other applications for creating MMD are completely free and bug free with enough documentation for a noob to find bugs they encountered.
>>
>>1017208
if they include the blend file you can use them in blender, yes
if not they could be in fbx format since unity can open that, or in a unity asset format which means you'll have to open it in unity to export it to blender
they'd just have barebones armatures with not even basic ik though so it'd be extra work to setup to use conveniently in blender
if you want to use them in mmd i imagine there's some conversion and exporting which has to take place

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Posting my most recent animation. I worked on this for months, on and off (few minutes to hours some days but i also took long breaks from blender due to vidya). I posted it on reddit and i was actually pretty shocked it only received ONE upvote. I think i would have preferred if it got downvoted into oblivion. I think it's pretty good considering my previous animations were some terrible walk cycles and some camera animations. Idk why it was basically ignored. What do you think about it is it really that bad? https://files.catbox.moe/ighrfj.mp4

I did the modelling, rigging, animation. Even sound mixing in Blender (which kinda sucks)
13 replies and 1 image omitted. Click here to view.
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>>1017164
A tad too fast unless you’re planning on video editing it and trying to match the same speed.
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>>1017169
Speed can be adjusted later, focusing the keyframes for now..but also this is the speed needed to match the song, more or less. I haven't even touched the graph editor yet, these are basically the raw keyframes. I will go in-depth later there. But i wanna do all the moves first then adjust stuff. I am also thinking of making each move a separate action and try to link them afterwards, that way i can basically make the dance as long as i want and make him do whatever moves i want when i want. Will see how that plays out.
>>
>>1016981
I don't know what it is about the shoulders, maybe they're too wide, too robotic, idk, but they ruin everything to me, I hope somebody with more human proportions and realism can give you more accurate and useful insight, talking about your animation threads, I've been lurking for quiet some time and seeing your posts, for context
>>
>>1017178
>somebody with more human proportions and realism
>t. (Me)
>>
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>>1017178
To be honest i had to alter the shoulders, originally they looked like pic rel - 2 patches which made them seem smaller and slightly better (still not great though). But they were separate objects and started behaving like shit after rigging. So i deleted them and extruded the new ones from the base body, they look weirder. Same with other elements like the chest knives. They looked off originally too but this was my first time modelling a guy so whatever i just wanted to see if i can make an ok looking humanoid. There is also bad topology and rigging at the shoulders, so mix all that and this is the result.


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