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Am I going crazy? I've used Blender for around 2 years now and I swear there used to be a button to copy and paste images in and out of the image and UV editors? maybe i'm just rarted idk
>>
>>1024437
why would you ever need to copy or paste an image in blender?
once you open an image it's available across all panels.
>>
>>1024929
Yeah.

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I've heard of people using it for small simple 3d games. What do you think of it overall as an engine?
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>>1023575
>engine
slay the spire 2
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>>1028101
>I saw if it could be ported to Godot and, guess what, it's not possible, not only due to incompatibilities, but due to stupid engine limitations.
Anything in particular? I'm curious because you mentioned "Touhou like", which sounds suitable for Godot
>>
>>1028134
To be clear, a Touhou game is perfectly doable in Godot, without any addons the engine is perfect for that. But a big selling point of Unity is the addons, and Danmokou was so good that it made doing it in Unity 10x easier and prettier even as my first gamedev project.
At wich point I had to ask myself "why am I using Godot, the beginner friendly engine, if even in my first attempts at moving pngs Unity felt better?"
The reason why that happens is because abstractions and limitations will trickle down to even the simplest projects. It doesn't matter that it's unintelligible techno-babble to us, you'll still feel it's effects.
Once you go into more complex games without a clear template, I'd argue it doesn't get better but worse. Shaders, assets and scripts come in clutch in your darkest moments. And Godot is too green to have a real supply of them.
>>
>>1028134
godot is newer and has a smaller ecosystem so nobody has done all of the work for him yet like with Unity. This makes it worse. A game engine is only feature complete when all of the code is already written, leaving him free to spend all of his time poly modeling little girls in blender.
not to say godot isn't objectively worse for 3d, but saying it's worse because you actually have to make your own stuff is retarded.
>>
>>1028191
Well every commercial engine requires you to write an "X game engine" inside of it before making the actual game. Unity has the upper hand because it's the most popular "outer layer" engine so there's bound to be a Touhou template for Unity.
Still, someone had to code Danmokou, and that on its own is much harder than to just sit down and a make a bullet hell as-is. That said, it seems to use a custom DSL for events or whatever which is retarded.

I was curious about which engine limitations prevent the sub-engine from being ported to Godot (like you said here >>1028101).

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Stonetoss
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>>1027717
Replies
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>>1027712
I've got an awesome project going but /3/ hates the design style I'm going for so I don't post it.
>>
The solution is, and always was, project threads. Dont just post in /wip/. If yku have a whole project you're doing mke a threas for it and post updates.
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>>1028180
Last guy who did that got banned and his thread erased when he actually successfully completed it
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>>1028187
Fear mongering. This board is dead because everyone is afraid to share their work.

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https://blog.chaos.com/vray-blender

Blender won.
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>>1027901
fck i post it on wrong thread
>>
>>1027683
There's no need for anything that isn't Cycles or Eevee.
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>>1027738
I tried but it crashed the last time I used it.
>>
>>1027683
offline rendering is null and void
realtime or generated (not there yet but AI cunts will waste billions to make this happen, maybe it will)
>>
Is it more performant than Cycles on AMD GPUs?
It takes me 10 minutes to render 1 frame at 512 samples in Cycles.

YOu see this foot?
took me 40 mins while watching a tutorial on how to do it.
Only 300 verts
pic related has sub d on for niceness.
Going to work on the head soon enough. Wish me uhh luck.
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>>1026243
I can't sculpt for shiiee man.
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>>1026212
It looks like a jade death mask of Scout tf2.
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>>1026163
damn, thats a genius loop, ty for this idear anon
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>>1026163
what other loops would u recommend anon, preferably with pic examples, thanks
>>
>foot
is Quentin your first name?

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100K POLYS FOR THIS!? WHAT IN THE GOY ARE THESE GOOKS SMOKING. WHAT HAPPENED TO RETOPOLOGY.
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>>1026391
I mean good hair would take a lot of polygons that's pretty much unavoidable. "60k just for the hair"
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>>1026387
and it runs amazing if you dont turn on the goy tracing
makes you think

truth is tris rasterization is like 10% of a modern render pipeline, it dosnt matter one bit how dense the models are
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>>1027730
when it's a few corridors of course it's fucking easy
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>>1024137
What no normals does to a blud
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>>1024137
> 100k for an ingame cinematic model
Aint a lot really. Fpv models of guns in latest cod games can push 100k, especially if it's an lmg or something else big
t. outsource nigger slave, worked on cod

I've finished the donut tutorial. What's next for me? How do I start making money?
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>>1024277
time for latexmaxxing for true money making for 3DPRON, or hope to god you don't mind working miwage for outsourced peanuts
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>>1024277
(also more realistically, make assets like scenes, nodes, objects etc.. people will pay for that, but then again flipnormals is shutting down so IDK how profitable it truly is)
>>
>>1026707
how exactly do you make money from porn?
you just put your portfolio with anonymous profile out there and hope someone decides to commission you?
>>
>>1026714
Depends on what you want to do, People make animations, still 3D Stills. if you tap into niche kinks that can draw people in as well. You have to at least build an audience before you'd get commissions unless you create stuff out of the get-go that people want commissioned, there is also the route of patreon/substar but lately that's been iffy, it's a good tip jar but if you want big money on there you'd have to basically be a content mill with decent quality work constantly or people will stop donating.
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>>1024328
not in New Jersey, New Mexico, or Missouri

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how do i get into game modding?
i know abit of blender but no experience in coding or reverse engineering.
is it possible to use AI/LLM?

or, does anyone here take commisions for making game mods?
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>>1027792
>but all the tools are gone
Which one are you thinking of? The tools for most of them are well preserved
>>
>>1027795
I was trying to make a character fir a really old game. Quake 3 Arena. I got really far but couldnt export it because theres no exporter that works on newer programs. Turn out theres a lot of support for Quake 2 but not much for Quake 3.
>>
>>1027755
> is it possible to use AI/LLM?
Sure. Also YT tutorials. It all depends on your game in question.
>>1027797
You probably could export it as obj or fbx or gltf and continue from that using classic tools.
>>
>>1027792
RE engine games are a special case because the tools already exist and they just werk when a new Capcom game is released. Contrary to popular belief, Capcom doesn't really try to fuck modders by obfuscating their engine.
>>
>>1027948
This is the same case for popular engines like Unity and Unreal Engine btw. Although UE is harder to mod when it comes to scripting due to the game scripting being made in C++/Blueprints instead of C# like Unity/RE engine. C# is designed to be "modded"/overridden.

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>I know edge flow
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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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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

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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?
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>>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
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>>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.

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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.
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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


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