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I want to thank everyone in this board who helped me at the beginning of the year when I was deciding between pursuing a degree in multimedia & 3D vs a bachelor in computer systems now

most made me realize it was a really bad idea and I ended up going for information systems, now Im gonna get a job as a project manager which is nice

I havent touched 3D or video editing ever since though.
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>>993378
>project manager
Oh boy
>>
>>993403
I like it
I code as a hobby I didn't actually want to be a software dev
>>
>>993378
You made the right call buddy. I've worked in this industry for 2 years now with additional 4 years of college and I can honestly say that this field will bring your standard of life down. Not because it doesn't pay well, but because it will drain your physical and mental health as well.
It's difficult for me to switch fields now since I am in my mid 20s, but still doable, so am in that process.
But I've seen people above 35, who look like they just wish to die everyday when they come to work. Switch to something more high value while you can. You don't want to end up old in this field. Keep this as a hobby, but that's probably it.
>>
>>993378
>now Im gonna get a job as a project manager which is nice
*sigh* how do you people do it and yet i have a degree and all i can get is office jobs where i don't even need a degree in the first place? congrats tho
>>
Good for you!

How long to reach this level?
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>>996001
Who made this again?
>>
>>996001
We are no going to use your software for kids, let the grown up talk and go play with your toys blender fag
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>>997330
K.A. Kim.
>>
>>993008
>>992993
CAD is useful if you're actually trying to produce that case and need to find measurements/interference/tolerances
It'll be easier through poly modeling because with poly you won't be fighting with all the dimensions and constraints.

Modeling most of this shouldn't be hard. It's just extrudes, loop cuts, etc.
Rendering is a bit more tricky.
>>
Few months maybe

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models-resource only has a few characters does anyone have a way to get the rest without using umodel/fmodel
>>
just download screenshots and recreate them
>>
Not sure, sorry.

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I'm the anon that was answering questions in the old ArcSys thread before jannies shit the bed. I thought it might be worthwhile opening up a general and posting resources I've gathered for those that want to get better at the look.

Resources:

Strive In-Depth Texture/Vertex Paint Function Breakdown: https://docs.google.com/document/d/1ejZ9TrIFNwiawLcFj-XRtaO3Vg9TxD04sR8HKOaRkGI/edit
ArcSys Xrd GDC Talk:
https://www.youtube.com/watch?v=yhGjCzxJV3E&t=0s
ArcSys Xrd 4Gamer Article:
https://www.4gamer.net/games/216/G021678/20140703095/
Xrd Design Docs (Modelling, Rigging, Materials):
https://archive.org/details/GGXrd-design-docs/4Gamer%20-%20The%20Secrets%20of%20GGXrd%27s%20Graphics/
Blender Shader: https://github.com/Aerthas/BLENDER-Arc-System-Works-Shader
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>>993811
how they get the nose shadow to flip in viewport? or are they actually in camera view?
>>
>>996917
It’s lighting effects because if you’re trying to mimic where the sun would come then you’ll have easier time with shadows.
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>>993798
Is this where we show our dev socks and talk about Strive Bridget?
>>
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Which one looks better? Or should I redo the face altogether?
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Cool resources

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>blender randomly doing things I never even knew it could after years of using it
>changes made to one mesh affects another without me knowing it for days
FUCK FUCK FUCK I HATE THIS FUCKING HOBBY
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>>993326
The reason why I have never been affected by this is because I try all the ctrl+anykey keyboard shortcuts before all the alt+anykey ones
>>
>>993326
I might have did a different combo with d I guess. I never even knew about this and I just spent several hours fixing it and now the UV unwrap is mirrored in some parts because I just don't have the effort to keep doing [cursor to selected -> selected to cursor] literally over 100 times.
>>
>>993310
Instancing is super convenient when you construct bigger stuff from smaller pieces. Like building building from parts or building levels of game from assets.
You can just editing the same reused asset once and it's automatically updated everywhere. I often make efforts to use as much instancing as I can to save time later.
Recently I discovered you can actually bring instancing back if you fucked it up accidentally by Ctrl-L Object Data.
>>
>>993310
This is basic 3d modeling stuff not some Blender quirk. I don't know what you were doing for those years you were using it.
>>
Oof, that sucks

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I want smooth shiny women with youthful faces. How much would one have to pay to get such a model?
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>>996935
This style is peak but most of this soft look is achieved through shading in the texture work.
>>
>>997216
Is this done manually or by baking?
>>
>>997221
100% of what I've seen is manually painted. I mean you get the most control out of manually doing it, not really any point in baking especially in this era. I do have to say that the shading is extremely subtle in DOA2, it's almost non existent compared to other fighting games of the time. So the characters look kinda flat when the lighting isn't perfect.
>>
>>997245
Such is the case with these types of models.
>>
kys

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Would a rich guy be willing to pay for models of this quality? I hate waging and desperately want to escape
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>>993189
why are those fishnets inverted
she has black legs with flesh colored fishnets on?
>>
>>997107
Huh, no wonder it looked so strange.
>>
>>997107
Holy shit I'm retarded and don't even remember why I did that
>>
>>993189
Just bee yourself OP
>>
lol

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I created an armature with IK and symmetrized it, then applied automatic weights and everything works as it should.

However, I cannot find a fix to this problem: as you can see on picrel, one of the legs (left leg) does not want to bend using IK, but rather becomes stiff, while the other leg has the exact same settings except it moves.

I have tweaked the settings such as the pole angle and chain length, but it doens't work.

One thing that's weird is that I tried enabling "Rotation" in the IK modifier, which makes it bend, but messes up with the leg by rotating it slightly in a shitty way, I don't know.

This is my first time rigging a character, so I'm a complete noob in that regard.
11 replies and 3 images omitted. Click here to view.
>>
>>997318
That's beyond my level. But I think "IK/FK switches" are the thing you're looking for. FK being the term for normal bone movement. Or "forward kinematics". Apparently, you can rig in such a way that enables you to switch between IK and FK. I never bothered to learn, because it seems too complicated. But the tutorials are everywhere you look.
>>
>>997319
Ah, thank you a lot anon! I learned a lot today.
>>
>>997319
you make a shitload of duplicate bones and throw a shitload of constraints on them

>switch bones
>fk bones
>ik bones
>original deformation bones have copy transform constraint that tracks the switch bones
>the switch bones have two copy transform constraints that track the fk and ik bones
>driver turns these on and off based on which one you want
there's a bit more to it but that's the basic rundown.

>>997318
ik will never not be buggy. what do you mean by this
>>
>>997349
At the moment there are 3 different IK solvers in Blender: Auto IK, Standard and iTaSC. They're all Jacobian-based. They also are, and to my knowledge, always have been published in a vandalized state.
I could write a book about this, but long story short, some genius 15 years ago decided that it was a good idea to put an arbitrary .85 factor to every solver iteration, which is retarded.
That's one of a dozen other major bugs that are in the C-side of things. You can't do anything about it with Python, Geology Nodes or what have you.
At least once, try IK from some other software that's not Blender and you'll see that, if implemented correctly, it's a rather nice thing.
>>
That's a tricky one. Have you tried resetting the bone roll angles? Sometimes that can help with symmetry issues in rigging.

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Are there any torrents for courses regarding modeling firearms in plasticity/fusion?
>>
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>modeling firearms in plasticity/fusion
>>
>>997294
why?
>>
>>997292
I could show you plasticity courses about dirty bombs, assassination of presidential candidates, infrastructure sabotage, mailing anthrax and elimination of homeland agents. I'd never, ever would tell you if guns can be modeled let alone printed. I wont risk my privacy.
>>
>>997570
What is the purpose behind the modeling?...
>>
dont torrent

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love sculpting, cant do hair no matter how hard i try, should i start from 2d?
the character in this post is jet black , made in blender
>>
the different styles have different techniques. you gotta pick a style first. theres hair made with special effects, hair with alpha plane, the hair you have on jet is a hair blob or polyigonal hair.
find some cg with cool hair you wanna make and then focus on that technique
>>
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>>995964
Use Houdini.
>>
Nice work! Keep practicing!

To reset this thread.
This game Gauntlet Legends (and Dark Legacy) is an early 2000's era 3D arcade game with an exceedingly simple game design formula.
I am making the whole thing on my own, first and foremost, but I thought it would be fun to open the doors to anyone on /3/ interested in making some assets.

Here is the old thread. It has some screenshots and webms
https://eientei.xyz/3/thread/988930#p988930

here is the playable demo
https://mega.nz/file/ENpgUZDA#C-5CqsRv6Gw6obGab3Sqc5sna7YzmNNSzOIJ6N3-YvE
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>>996923
>>996922
>>996787
>>996786
i find it really hilarious how high definition the wolfman looks compared to everyone else
>>
>>997079
lol yeah i put more oomph into him than the other models. each one has been an experiment in the work flow. also maybe wolf man will have uses outside this project. idk.
>>
BTW this isn't abandoned. I'm working on something else ATM
>>
Sounds interesting!

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>Install m0nkrus 2025 Maya crack
>Fans randomly start spinning when idle
Should I be worried?
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>>997085
I assume it must not be his upload? It seems a bit strange that the guy who's been BiC for a decade suddenly starts adding miners to his shit.
>>
>>997022
>>997085
His hacks work, it’s just the commercial version licensing expectations for multiple PCs. The online connection uses fake data to track Autodesk and makes it believe you own the software. Don’t just assume Autodesk doesn’t throw thousands of requests and one of them is safe to pass. Thus why you have to keep it offline.
>>
>>997118
What does that mean? Do you have to make sure to block Maya in the firewall or something?
>>
>>997137
It’s a sure fire way to not let Autodesk or Adobe get information from you. Every time you upgrade to current version or whatever DRM spyware they demand from you, there’s always a risk of those companies getting feedback from those software. The idea is to never communicate with them.
>>
Nah, probably fine

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Am I stupid?

yes, the answer is yes but ignore that

I like Caesar, and I would like his models to fuck around with in Blender, especially the Pirate Warriors 3 one since I like the uniqueness of his design but I swear I can't find shit
7 replies and 1 image omitted. Click here to view.
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>>997054
>Fuck
>Bout
You type like a nigger
>>
>>997054
I just going to assume it’s https://www.pcgamingwiki.com/wiki/Engine:Katana_Engine

So unless you find someone who is willing to program a mod pack to hack and grab. You’re going to have to build him from scratch.
>>
>>997069
Damn, well, thanks Anon

Might as well start getting back into learning blender and just get started on building him up from scratch then, the one thing I fear is his gas robe but I guess no better time than the present to practice and learn
>>
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>>997045
slightly off-topic but why are alcoholic drinks associated with cheating/NTR over there?
>>
Nah, you're good

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check it out, just made this abomination. gonna use it to hit on a girl. wish me luck guys
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>>993574
Man, life truly doth.
>>
she stopped responding bros :(
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>>995316
you tried to court her with something you didn't make by hand, why dont you chop up a styrofoam cup next time and hotglue it to your dick, atleast that way it'll be something truly cuming from the hurt
>>
>>995533
i mean there's some element of hand to it
>>
Good luck dude

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This channel has been bothering me for a while now. The production quality is some of the highest I've ever seen, and the creative team is using a huge variety design tools to make these videos. Despite their popularity, this channel has very little information regarding team size, members, talent or development process. There doesn't seem to be any outside work posted on online portfolio websites like ArtStation or Behance. Where did they come from and how the hell are they so good? How did they nail this rendering style so effectively? What tools are they even using to make this content? Their CAD models are incredibly detailed, the materials, environment and textures are on point (especially water sim) and their lighting setup is almost perfect. I'd really like to apply these techniques to my work if there was some way to find out what the hell they're even doing.

https://www.youtube.com/@MustardChannel
2 replies omitted. Click here to view.
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>>994758
The dude literally credits the person who does the models/animations in the video and description for each vid. And yes, there's even an Artstation link.
Did you even look?
>>
>>994775
>Did you even look?
You are putting too much credit on people. Dial it down.
>>
>>994775
I did, links aren’t consistent on videos you massive sperg
>>
>>994758
kino channel. never heard of them before. very impressive cg i agree. subscribed. thnx anon
>>
Wow, that's impressive!


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