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File: 1737743636766149.jpg (41 KB, 700x467)
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Whatever happen to the guy on /3/ who design and model hybrid human animals? It was back in 2012.

I was thinking about checking him out for potentially professional work.
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And some things that should not have been forgotten were lost. History became legend. Legend became myth. And for one decade and a half, this user passed out of all knowledge.
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>>1016705
>Alioto
Post proof?
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Who?
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>>1016741
>>1016722
>>1016703
https://warosu.org/3/?task=search&ghost=&search_username=Alioto
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>>1016742
Cool. Now how do I contact him?

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should I learn to script blender?

Like what cool shit can you do with the python blender API?
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>>1016743
Yeah, You can start by making a sheet metal addon that functions exactly like fusion 360.

10 dollars.

You have two months.
>>
Like stated
You can script addons that copy tools real 3d software has had for decades
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>>1016743
Personally I make model importers for various old games. Working on chrono cross right now!

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An example of Bethesda's beautiful normal map making from Doom Eternal. Say something nice about it.
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>>1015695
I think it was done via software.
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>>1016455
I like the middle one better, it has a cool look
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>>1016455
The normal artifacts are because the straps are floating geometry. Their baking software is not anti aliasing the floating geometry.
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>>1016682
I think what that guy is saying, is that some games and software compress normal maps in vram after they get loaded. So if you have these huge gradients covering a lot of space, and if the map gets compressed, you get really ugly "stepping" on these normal mapped surfaces. The solution to that is to have as little of these large gradients as you can by manipulating the normals in vertex data semi-manually to minimize large curves on the normal map. Though maybe the OP image isn't a very good example because because the gradient on the map there is cloth folding a bit, and depending on its polycount you may not be able to adjust the normals to follow the "contours" of the folds. The solution there, I guess, is to not compress that particular map to begin with.
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>>1016634
You're fucking insane if you think that looks good. it looks absolutely awful in motion when you do that.

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design3 was a video game development site that's long since been dead, and was wondering if anyone had archived the content of it. I heard that /3/ backed up some of its unrestricted content on mediafire, but the link from the archives is also dead. I'm asking if someone still had that archive and reupload it again, or if it's worth trying to contact the people who were part of the team to see if anything is still left from the old site (pic is CEO Casey Noland).
I was more after Source engine guides from this link, but I've seen that there's a lot more to the site than just Source modding.
https://web.archive.org/web/20110111055736/http://www.design3.com/source-engine

http://www.design3.com

http://www.mediafire.com/?46719b6d6qme165 (old link from /g/, there were several, but all are dead)

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What is the best controller for modeling/sculpting in VR?
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>>1012735
banned in china
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1. Is TAA absolutely necessary? I'm making a stylized game akin to fortnite/overwatch but I want a nice clear image. I lowered some render settings that removed the disgusting black smears/ghosting from it but is there no other forms of AA or ways to enhance the image?

2. what is the best way to approach GI? Lumen seems pretty unstable and not very performant either...are GI probes the way to go, similar to the Divisions approach? I considered baking too but I have not decided if I want destruction in the game or not which I'm pretty sure baked lighting won't play nice with.

3. Any good tutorials on creating optimized stylized environments? not just in modeling but how to set them up in UE5 as well with LODs and culling?
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>>1015956
>This is a 3D board, not a programming boa
and yet we have a houdini general. fact of the matter is that the two are closely intertwined and there's nowhere else to go when you want to talk about shaders for example
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When someone say: its made with unreal, if its look good its probably made with a highly modified version of unreal.
https://www.youtube.com/watch?v=Ls4QS3F8rJU
> TAA absolutely necessary
Yes
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>>1015943 (me)
I turned off anti aliasing, the unreal engine clouds, and raised the internal resolution to 120% with 2x MSAA everything still looks fine/better I'm not sure what the big deal was when people said the engine needs TAA.

Anyways is there any solution that mimics The Divisions lighting? I don't want to use Lumen for Global Illumination. The division uses "radiance transfer probes" for real time GI and it looks great for a 2015 game. Does UE5 have anything similar? I'm worried Baked Lighting will bloat my game so a real time solution is preferable.
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>>1015943
>Is TAA absolutely necessary?
There are other AA methods, it's the most popular and documented engine on earth, you can look them up. Since you're a TAA hater I assume you already know which features rely on it (hair shaders, vegetation, dithering for fading objects). There's nothing core to the rendering that shouldn't work with other AA methods.
>What is the best way to approach GI?
Lumen, baked lightmaps, or no GI (fake it with lights if you need). I've never seen anything ship in UE5 besides those methods. Baked lightmaps will give you massive performance gains but will be a lot slower to work with. Since you're one of these retarded pixel autists you'll probably hate Lumen cause it has tons of ghosting and artifacts.
>Any good tutorials on creating optimized stylized environments?
Go on Youtube, Artstation, Gumroad, and Google. Look up "stylized environment tutorial", and pick things that look good. That's it. Stylized environments are stylized environments. It's not in UE5? Doesn't matter, look up a UE5 tutorial if you need one. It's not in your modeling software? Doesn't matter, it's an art tutorial, you can follow along in your soft.
Learn things one at a time. If you wanna learn how LODs and culling work in Unreal, look it up on Youtube. It doesn't need to be a "LOD tutorial for stylized environments", just look up LODs. (PS: Nanite is honestly good for most games, don't listen to Threat Interactive, he's one of these podcasters that speaks out of his ass half the time and only cares about making outrageous claims to get attention.)
(PPS: Don't worry too much about optimization and performance early, it'll slow you down a lot for no reason.)
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>>1016548
Hello schizo
>>1015956
You're a fucking retard

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I'm considering doing 3D prn as a side gig because I'm overall an extreme degenerate person with degenerate fetishes that others like a lot too but I don't want to model, can I just make animations without modeling my own characters and stuff?

I like little girls
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>>1015728
I was hoping ntr wouldn't win, but so far every commission has been some form of ntr
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>>1015663
The problem in my case is that I just don't like Koikatsu style, like at all, and you can just tell it's koikatsu at a glance it always looks the same to me. I'm sorry for shitting on it but I sadly just don't find the style appealing, I think I would even prefer MMD
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>>1015794
Ah, well then you're basically screwed. There are almost no cunny blender models so you'll have to learn how to make your own.
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>>1015818
Honestly I'm quick to dismiss things but I may be willing to give it a try, it's just weird that sometimes there's a really good video with really nice style and surprisingly it's Koikatsu, but I just don't like the original koikatsu style, texture or lighting because it makes them all look the same to me.
I'm gonna visit the Koikatsub subreddit or whatever for a guide

What do you think about MMD though? A lot of peope animate on that as well, but I don't know if they just use the models on Blender
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you are fucking yourself these days by not knowing 3d
>can make porn
>can mod games
>can 3d print items and figures

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How long does it take you to model a character until it's game-ready?
>>
depends on model complexity, game engine youre exporting to, and features you want to include with the model like face rigging or blend shapes. something simplish can take about 30 hours and something more complex can take over a hundred. this is ofcourse if youre doing all the modeling, UVs/textures/materials, and rigging all on your own. if you wish to make your own animations it can almost double the amount of time it takes if you have lots of rig controls
>>
My game is called quad.
It stars a single quad polygon.
It took my 0.001 seconds to model.
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>>1016543
Well i need an armature first, and a placeholder/guide, and a bunch of animations. So probably i need three hours of work to get ready to start modeling, then two more hours per model, and another hour to texture and shade it
>>
I spend more time autistically designing the character in order to fit my game's aesthetic than actually modelling and doing retopo.

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https://www.gamedeveloper.com/business/battlefield-6-s-ugc-mode-is-the-heart-of-ea-s-live-service-aspirations-for-the-series

Godot and blender are now AAA tools used in the industry.
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>>1016538
These tools are usually free for students
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>>1016547
Because universities require those tools and spend millions a year to use them and teach about them, that's the point.
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>>1016199
So why arent you you collaborating on AAA level project with anons? clearly there's no excuse anymore.
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>>1016584
Because they're all retarded, obviously.
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>>1016547
Used to be free, but increasingly less in recent years

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Can Blender do this?
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>>1016397
this, skill issue
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Probably. Is it worth the effort to do it in blender? Probably not.
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looks like material point methods. you can code your own numerical method to implement it if you needed to, regardless of the 3d package.
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>>1016388
I can do this irl I don't need blender for this dumbass
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>>1016588
well I do need A blender duhhh

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I did it. :D Took me a really long time, but I was able to figure out a cheap workflow for art that looks great and is not AI. :D

And the best part is that It takes my cheapest 3D worklow and only adds 20-30 minutes more to my 45 minute modelling workflow and 15 minutes to use xBR to upscale the texture and make the toon shader.

:D
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>>1016435
>>1016435
yeah you'll never measure up to a full team.
but would you rather make 5 subpar models in the same time it takes a full team to make them. or spend that time making just one model 5 times better than the one you would have quickly made?
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>>1015685
>AAA workflow
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>>1016338
This looks very nice already. It's always nice to see peoples progress in various projects. Thanks for sharing.

>>1016354
I have to disagree. The visuals are a nice touch to a game, but what matters at the end is the gameplay. Take minecraft as an example ...
If anon were to spend too much time on high quality stuff, he would barely make any progress as a single developer. I have been there too. You seem to underestimate how much work developing a good game is, especially if you are a beginner or at least haven much experience in the many skillsets that are required, like modelling, texturing, animating, coding, compositing and what not.
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>>1016441
a single good model is useless to me.

I need at least 10 models + 50 levels + 20 npcs + 50 props.
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>>1015694
>Well, you are on a good start.

How to import Mikumikudance (MMD) models to autodesk 3d max? I tried this https://youtu.be/GBS2yWwx06A?si=hsk99z0S8RlxT1UJ but doesn’t works.
>>
I'll help you after I swell your bells with my BWC semen
>>
Cursory googling shows blender is the primary tool for bridging mmd to other formats. Need an add on "mmd_tools". Idk anything about it.
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Import to blender first then export fbx.
But it's a mmd model, what can you possibly want with it that you need 3dsmax for?
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>>1016344
just usr blender like ligerally everybody else that uses pmx models outside of mmd
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>>1016344
you're fucking stupid, convert the mmd file info fbx using Blendet then into 3DS, software are tools not fucking religions

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Why the mesh of my model do this after I attach it to another object?(both are SMD files).

I'm trying to rigg this model in order to create a skin for a videogame so I need attach all these separated SMD files in order to create a single object.

I'm using autodesk 3d max 2012
>>
First of all, use an updated version of the software, that one is 13 years old and has many issues that have been solved since.

Second, the mesh only lost the smoothing groups. It would be a hassle in a hard surface model but here simply apply a smooth modifier to smooth everything again.
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>>1014435
This happens even in newer versions. After attaching try selecting all Polygons and adding a 1 smoothing group to everything.
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>>1014435
This
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>>1014435
you need to use editable poly instead of editable mesh. also, add an edit normal modifier on all objects before you attach.

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Talk about models you are trying to study or studies you have done. Try to show how you did it or what you are doing to help each other grow. Avoid asking for straight tutorials

I'll start. How would I go about trying to study a model like this where its not shown in a orthographic perspective? I know its low poly but its hard to get a "perfect" reference to try to study through images alone.
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>>1013671
Oh actually that's a good idea. Isn't there some addon in Blender people use? I think i've seen it for like architectural modeling from pictures
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>>1013674
No there’s not, don’t always assume blender has everything.
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>>1013674
just do a very boxy couche, place your camera so it's angled the same as the ref, and go from there
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>>1013642
Peak aesthetics
>>
By model studies I had initially assumed it in the literal sense, as I had learned the most by studying real models.

Guys how do I fix this, I was trying to use MecaBricks for the first time to make a Pepper-Pult but I was struggling to find round-ish pieces, I also don't know what to attach in order to make the Pult part...


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