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File: pirate-meme.gif (41 KB, 640x640)
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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.
3 replies omitted. Click here to view.
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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.
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>>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)?
11 replies and 1 image omitted. Click here to view.
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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 : )
23 replies and 9 images omitted. Click here to view.
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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
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>>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?
4 replies omitted. Click here to view.
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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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What's your favorite custom normals editing workflow for modern Blender? I like the simplicity and native feel of built-in tools like "Mesh -> Normals -> Rotate", but it doesn't seem like those tools support customizing normals at the same vertex for different faces separately. I also tried "Perfectly Normal" addon and it's pretty good, but after applying its modifier it bakes normals into "custom_normal: Face Corner - Vector" attribute, while Blender's built-in tools and modifiers bake them into "custom_normal: Face Corner - 2D 16-Bit Integer Vector" attribute. And if you try to, for example, boolean union objects with normals in different formats, their normals will get split into multiple different attributes and the resulting mesh will get broken shading as a result. A workaround I found is data transferring normals from object edited with "Perfectly Normal" to a copy of itself with normals removed, which properly converts them to "2D 16-Bit Integer Vector", but it's quite annoying to jump between two formats if you want to use both built-in tools and addon, and it doesn't seem like addon supports all features of built-in tools to use addon exclusively (for example, you can't rotate normals around axis and you can't "Reset Vectors" - things you can with built-in tools). How are you doing it? Are there better plugins? Are there better workflows? Maybe I don't realize some features of built-in tools or addon in question?
>>
> "Perfectly Normal" addon
I also tried Abnormal but it has UI so hideous and alien to Blender that I couldn't even bother to check which attribute format it bakes in the end.
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>>1020256
Or learn how to model and do traditional baking

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&amp Magazine is hiring the following artists for upcoming projects:

- Typographic Artists (text, words)
- Logo Artists (designs, illustrations, etc)

Serious inquiries only. No furries. Please have portfolio or examples of art.

Email:
lamp.lit.magazine at gmail dot com
LampByLit.com

&amp&amp&amp&am
amp&amp&amp&amp
mp&amp&amp&amp&
p&amp&amp&amp&a

Comment too long. Click here to view the full text.
>>
>No furries.
Enjoy your lawsuit, bitch.
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>>1020804
Are there openings for nigger artists who draw BBC?
>>
>>1020804
>logos
>type
This is the 3d board sir.
>>
this should go to /gd/ but good luck getting any replies.
>>
what sort of work are you looking for OP?

Is there a good channel to learn how to make 3d animation and what's the good 3d software animation for beginner
27 replies and 4 images omitted. Click here to view.
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>>1017789
>international feature film
Flow had zero speakers and didn’t follow the rules on TV license because it soon after went to MAX an American only audience television/streaming service.

Any other things Flow did that people should know?
>>
>>1017826
>Any other things Flow did that people should know?

Highest viewed film in Latvia
Won an academy award
Won a golden globe
Made 50 million euros and only cost 3 to make.
also first animated film to win an independent spirit award.

>But... but the cat didn't speak
You can keep coping.
>>
>>1017868
Hold it, the Oscars are very clear that only one country gets the award. You claiming a France guy produced the video in France then released it on Latvian. Also they changed the name from Straume. How do you look at this an not see corrupt filmmaker who lied about stuff to get an award. It’s no better than Americans building flags for Americans citizens then claiming it’s made in USA.

Did not win, they lied about everything, they lost money, paid the judges. Not hard to do with millionaires who saved money on a junk software and use that has their promotion for you people to get all defensive about it when people call them out.

No it made 4.5 million as known in box office before they stopped airing it. The 45 million was revenue from TV (Variety is not a legitimate source) which again breaks Oscars rules about publishing movies on Streaming Services.

>As of 2024, films competing for Independent Spirit Awards must have budgets lower than $28 million.
Ya that just proves my point on Variety known to spread misinformation.

There’s also no evidence of independent spirit award giving it any awards for the “any category”. This is clearly Wikipedia error, not a single news source has been published about it. The award for it doesn’t exist either in Director hands or in the museum.

See how stupid you sound when you blindly believe Wikipedia. Leaving out context just like a cultist would to achieve numbers in the group.
>>
>>1017621
A clippy rig would be funky
>>
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Okay, so I see there's a lot of shit flinging on this board over these two programs, and the general conclusion is that Maya is better at animation and used in professional pipelines.

Can someone just explain to me in depth what makes Maya a better program for animation than Blender? I understand blender has it's strengths but I'm just curious about the animation angle. What tools does maya have that makes it superior for animation?
46 replies and 2 images omitted. Click here to view.
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>>1021181
Then there's no need for you to remain on this board
>>
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>>1021182
Nope. I love 3D and I will stay here. We still haven't reached the golden age of 3D as we did with pixel art.
>>
>>1021183
>>1021181
All meaningless posturing then
>>
**[spoiler]Test[/spoiler]**
>>
>>1021196
<spoiler>test, just ignore this</spoiler>

File: ps1.png (1.08 MB, 1255x848)
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How the fuck do I texture in PS1 style?

I can model the character, but I am absolutely lost on how to texture it. I usually only handpaint my models and never work in low poly, so I'm clueless. Where do I even get the fucking textures for it? Every tutorial I found is just about how to do ps1 style furniture. How do I texture a more complex character that needs clothes, a head etc? Every texture I look at that could work is copyrighted as well.

Please help I been stuck on this for ages.

I do have substance painter.
7 replies and 1 image omitted. Click here to view.
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>>1019702
Cool better quit then since you cant be fucked to figure it out
>>
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>>1019694
>>1019702
Genuinely astounding how you are so much of a retarded nigger that you can't figure this shit out by just grabbing the model and eyeballing it.
>>
>>1019694
As much as people like to avoid it, but the reality is you need to be good at traditional art.
1. First you draw concept art for your character
2. Then you draw it from different angles, finalize everything
3. Then you start to abstract away unnecessary details to make it fit for PS1
>MGS1 did it, PS2 games did it this way, PS3 games did it this way
>>
>>1019694
model in 64x64 uv
>>
>>1019702
just because its a projection doesnt mean it has to be a frontal or side image lmao

File: 3d mask.png (393 KB, 1071x919)
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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".

File: goblin1.png (1.23 MB, 1920x1080)
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Making a goblin model
What weapon should i give him?
5 replies omitted. Click here to view.
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>>1020578
Nice to see somebody else making goblins brother
>>
>>1021008
He must be a serious pariah for being so handsome in his society.
>>
>>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.

File: file.png (1.97 MB, 1605x1063)
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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?
20 replies and 1 image omitted. Click here to view.
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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.
>>
>>1020923
You're 70% wrong. Literally
>>
>>1020943
I'm open to corrections. Feel free to point out where I'm wrong.
>>
>>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

File: Tom stepes down.png (239 KB, 722x553)
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Tom steps down, chuds.

It's over.
87 replies and 8 images omitted. Click here to view.
>>
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
>>
>>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

File: screenshot3.png (133 KB, 653x464)
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Im kind of lost how do i proceed?
>>
Id like to fix the mouth i mean
>>
>>1020788
Try modeling a gun to put in it
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>>1020778
kill yourself cris
>>
>>1020778
Proceed? You mean begin?

File: Screenshot (302).png (868 KB, 1920x1080)
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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.
>>
>>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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