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File: help.png (277 KB, 1283x1081)
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Hi, noobie here working on modular wall assets for my game.
I have a question:
So, lets say I want to connect this corridor mesh that I have with another, since the edges are beveled I'd end up having rounded corners and the meshes don't end up "connecting" visibly because of the bevels.
However, I solve this problem by deleting the overlapping faces entirely so the bevel doesn't work for that face's edges.

The alternative would be to bevel by weights on the edges around the connecting faces but that fucks up the shading and the topology because I end up getting poles with multiple verts connecting to 1.

How can I solve this? What's the industry standard way to deal with this topology issue.
>>
File: yay.png (209 KB, 913x1121)
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omg i solved it thanks to claude i had to mark the connecting edges as SHARP. and then bevel by weight if anybody's interested
>>
>>1026371
Try that thread next time
>>1025537
>>
>>1026373
btw how do i extrude a bevel angled then spinning downwards

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obviously the only real choice for developing fabric patterns in 3d is marvelous designer, but i dont feel like pirating it again just to run it in a vm (linux btw) and learning yet another software suite. im also pretty unsure about its suitabillity for my usecase, which is making a fursuit; i need to be able to generate patterns from a surface, and not just cloth-physics a pattern over a surface like i know md is mostly used for.

the big problem is that many of the parts of a fursuit are stuffed or padded, so just using a human mesh as a base isnt enough for all features, and because of the tension of the stuffing, some parts are either ballooned or draped, depending on their place on the body. my intuition is to just use blender and try to generate fabric patterns from uv maps as images and then print them. is this something any of you guys have done before? the pattern would need to be mostly isotropic to the mesh (i could just draw seam allowances by hand), and im not sure if thats possible out of the box with blender.

im already going to need blender for sculpting and printing the head and several of the electronic components im making for the fursuit, so i may as well try and use it for the fabric patterns too if i can.
>>
>>1026538
i havent tried it. it seems possible, but also a lot of work, but if you're comitted to the idea...
>i could just draw seam allowances by hand), and im not sure if thats possible out of the box with blender.
tab to go to edit mode, click to select edges, pick the ones you want, right click, then mark as seam
>>
>>1026543
marking seams is a uv thing which im familiar with from doing texturing. seam allowances are a sewing thing. they are an excess of material past the point where seams are sewed together to give the material enough strength to not fray, or to allow surging or overlock stitching. generally youll give maybe a1/4-1/2 inch of seam allowance depending ont he material or the type of seam youre sewing.

my main concern is being abe to turn the surface of a 3d model into a planar surface without distortion. im stupid and the correct term is homeomorphism. i need to preserve the area of the model when unwrapping it.
>>
>>1026544
Export the UV map with a margin?

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Why is Blender laggy when sculpting high definition meshes? Any way to optimize this?
4 replies omitted. Click here to view.
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>>1024918
>Any way to optimize this?
https://www.youtube.com/watch?v=vC7jGM16t2Y
>>
>>1026537
And that is why I don't use Blender for any of that crap. I just stick to zBrush and an image editing program like Photoshop, Clip Studio (for stylized stuff) or Substance.

I don't get why people here don't consider using a pipeline system for their work.
>>
>>1026551
cause we're fucking poor nigga. ucupaint is the best we're gonna get.
>>
I've seen people subdividing meshes like fucking crazy before even having the base shape right.
I hope OP isn't one of those.
>>
>>1026552
Piracy, man. I don't know why you don't think of that, either.

>>1026556
Wouldn't surprise me if that was the case, honestly.

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I use blender mostly for pinups/static scenes and everytime I try to make my own lighting from scratch it makes me feel like a retard who doesn't know how to use blender. I've seen a few youtube tutorials herre and there, as well as attempting to copy other artists, but feel like I have no foundational knowledge.
35 replies and 5 images omitted. Click here to view.
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File: TNG conspiracy.png (507 KB, 981x719)
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Fuck it
Post your favorite examples (Movies, shots, etc) you'd recommend to learn lighting from


God i fucking love rimlights so much
>>
>>1022747
There is an excellent series of articles on the theory of lighting made by one of the Lego Batman lighting guys,. You can read it here: https://chrisbrejon.com/cg-cinematography/. For the actual practical "how do I control this shit in Blender?", see https://www.youtube.com/watch?v=c3FnWQTMo9s. This might actually be the only good lighting tutorial for Blender on Youtube. He gives you a basic scene, shows you how to control the lights (what settings to adjust), and then lights the same scene/shot multiple different ways to convey different emotions. The book Framed Ink is easily available in PDF form on the Internet, and while it's in black and white, it should help you further increase the emotion you're trying to convey via scene composition. While you're doing all of this, I'd echo the ideas to watch your favourite movies and to try and re-create the lighting setups in the shot, but in Blender. Hell, download some basic mannequins and pose them in the frame too.

I think people in this thread had generally fine advice, but it's disappointing no one actually gave you a book or article to actually study.
>>
>>1024187
I wanted to recommend Brejon's blog but i keep forgetting his name every time i require his site lmao.
Thanks anon.
>>
>>1022747
First set your pubes on fire. Second watch how the flames dance and shine upon your blistering skin paying close attention to the shadows. Third, profit.
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>>1024170
It might be a bit of a dull answer but there are so many shots of Davy Jones in Dead Man's Chest that light him so well and really show off what an excellent job they did. Where he's introduced in the dark and he's face to face with the other guy, some really sinister lighting there

File: slywink.png (68 KB, 316x250)
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trying to get a npr rig of a "doughnut" and "biscotti" working im using a cloth sim to simulate "doughnut jiggle" and im struggling to get the "biscotti" to penetrate through the donut hole and then have the hole return to its regular shape,also trying to simulate "coffee liquid and bubbles" to spill out of the donut hole,since its npr so it dosent have to be realistic and the less intense it is on my pc the better

any suggestions or tutorials you can recomend?
15 replies and 6 images omitted. Click here to view.
>>
>>1024300
>>1024302
>>1024305
why are you making an animation of a dog vulva being penetrated
>>
>>1026344
How do you know what a dog vulva looks like?
>>
>>1024300
How would you do a hotdog sliding between two large buns roughly D size?
>>
>>1026366
You say that like dogs normally wear pants.
>>
>>1026477
Conserve volume cloth simulations

File: 120 Staryu.png (340 KB, 891x857)
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a thread to post your daily sculpts and sculpting in general
previous thread >>1003156
270 replies and 149 images omitted. Click here to view.
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File: 230 Kingdra.jpg (157 KB, 2048x2048)
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>>1023181
I've seen worse, how's your second sculpt?
>>
>>1022609
would let her bite my head off
>>
Image limit reached, new thread >>1023366
I'm dropping the "daily" from the original thread name since it doesn't make sense anymore
>>
>>1023316
hey uh are you using zbrush for sculpting? i am a complete beginner, like watching how to do modeling in blender type of beginner. so before even jumping straight to zbrush or anything else i would love to get your opinion if i should just stick to blender for now until i can learn more about sculpting and stuff. i have also a wacom tablet for 2d stuff that i abandoned for a while so i was gonna use that. Would you recommend to a complete beginner to stick to blender until they can learn more, i also have a zbrush 2024 crack but dont want to use it for now before learning blender more. And i also would love to learn your opinion if i should switch to 2025 or 2026 crack.
>>
>>1026453
Those pokemon quick sculpts were done in Blender, I use Blender because I enjoy using it
You don't have to use Zbrush unless you want to be a full-time sculptor in a professional setting
Zbrush 2024 is fine, a beginner won't need the features introduced in later versions (until they release the UI update)

I am trying to not GET free paid plugins. BECAUSE THAT'S BAD, is there any way you guys could help me avoid getting FREE paid plugins ;3
>>
amazing that i'm here for the same reason
>>
if ur going to steal commercial software, might as well actually pirate the good shit and get maya
>>
>>1026447
really? Would you recommend Maya? I kinda wanna go on blender as I have been using this for a while, I have 200 hours :P
>>
>>1026433
>trevorposting
My brother
https://t.me/BlenderUniverse
>>
vfxmed

File: Grok.png (263 KB, 893x488)
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AI will take our jobs! The ones none of us have!.
68 replies and 19 images omitted. Click here to view.
>>
>>1023306
you need to go deeper
>>
>>1010467
>grok
Literally one of the worst tools for this shit out there lmao use actual specialized tools for AI 3D art
>>
There’s no way there’s actual 3D artists out there that don’t want the workflows to be more simplified, they literally feel like stone age crap compared to what AI is already allowing us to do, maybe just the autists that obsess over getting their perfect topology by hand don’t want this. AI will be a perfect fit for 3D
>>
File: IMG_3445.jpg (88 KB, 968x968)
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I haven’t kept up with the progress that AI has had for 3D asset making. How capable is it? Is it still worth learning if I want to make money off it?

I don’t want to sound like one of those people who coped when AI art was in its infancy and we thought the pictures of Master Chief standing in line at gas stations couldn’t possibly make art as good as a well trained artist, but even with my pessimistic view on how AI is going to ruin the internet, I just can’t see the technology being able to replace a 3D artist. It would probably make the process easier in some ways but you probably are going to need someone to use it until we have AI that can literally think like a human with the full knowledge and intuition of a 3D artist, which if it existed, it’s probably way too advanced and expensive for most people to afford

I’ve seen those AI programs that can take an image and generate a 3D mesh, but even when you take account that the topology usually sucks and needs manual editing, you still have to UV unwrap it carefully so it doesn’t show distortion, texture it realistically or fine tune it to fit an aesthetic, bake features onto it for extra details, then put in a skeleton and weight paint it in a way that prevents unwanted deformation and achieves specific effects like jiggling or rigid movements in certain directions

I don’t think an AI could look at a chubby character and rig it in a way that an autistic but wealthy furry would want, or see a robot/mecha and precisely place the bones and restrict their relative movement that the design implies.

Can someone cut the doomer mentality and tell me what AI is actually good for with 3D asset generation?
>>
>>1026080
making the meshes is insanely good if you're willing to combine them. retopo is okay. texturing is straight up awful. rigging is nonexistent par simple canine or humanoid skeleton without fingers or face.

Tripo3D is by far the best atm but it's 20 bucks. as for open source there's not a single even half decent model.

How to make daz models less plastic and more fleshy like pic related? is it a sculpt or texture problem? can they be fixed in blender?
17 replies and 3 images omitted. Click here to view.
>>
File: 1745420839546004.png (1.24 MB, 848x1200)
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I'm new to DAZ and 3d stuff as well, I've found that to get a good result you need a good high definition skin, tweak SSS settings and obviously good lighting
>>
>>1024572
that skin that looks like its made out of concrete indicates zero SSS
>>
>>1024603
Most skin doesn’t have that much translucency. DAZ is not that great but Iray isn’t nearly as bad as people on this thread are making it out to be. Take tachy’s model rip to maya and render her with Arnold using random walk SSS and it will look much closer to the daz render than to the picture on the OP.

>>1024074
First of all, daz models often look harsh because most characters have harsh features. They’re really masculine even the women. Other than that stellar blade is using UE4 I believe, or 5 but in any case it’s using their real time SSS shader that makes skin look really soft and mushy. You might want to just render in UE5 to get that exact look.
>>
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>>1024673
>First of all, daz models often look harsh because most characters have harsh features.
Is it because of all the chudlines and bad facial features?
>>
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>>1024107
You can use thickness map with SSS and and play around with textures in general. Increase normal map intensity, reduce thickness map etc. Mostly texture tweaking

File: USER.png (173 KB, 1025x728)
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Blender animations are laggy, skinning bugs, shitty skeleton system that's weird. Skinning and animating on older versions of Max was a cake in the walk compared to this.
2 replies omitted. Click here to view.
>>
>>1024943
What is weight painting?
>>
>>1024943
If you have any thing generative on while running the animation, then it will slow down. What do I mean by generative? That can be things like modifiers that are generating new geometry like for example, the subdivision modifier. It's generating new geometry. And when the animation is active, it has to generate new geometry every frame. This causes slowdown. So you want to disable things like that while you're testing your animation.

Personally, I rand into this issue the other week. I couldn't figure out why it was so laggy, until eventually I disabled everything, and only enabled things 1 at a time to test their effects. I discovered the culprit. I used a geometry node to generate eyebrows on the character. I didn't apply the node, because it was still in testing itself. So when I activated the animation, it was generating eyebrows for every frame. As soon as I disabled it, the animation was perfectly smooth.

Note: there is a difference between hiding and disabling. The eye icon merely hides things from view, but they're still being calculated. Hiding will not get rid of lag. You have to disable it by pressing the viewport icon that looks like a monitor.
Disabling from viewport will not disable from render. That's another 3rd option, with an icon of a camera.

So make sure that any excess generators are disabled from viewport in order to eliminate lag while the timeline is active.
>>
>>1025091
>there is a difference between hiding and disabling. The eye icon merely hides things from view, but they're still being calculated.
Not OP, but this explains some performance issues I've experienced while testing. Thanks anon.
>>
>>1024959
Hell, not even that, OP needs to unparent the armature and realign that shit. That's embarrassing even for a first-timer.
>>
If it is laggy you are doing something wrong. Check your settings, try to find out what is bugging out.

File: 1740898927697322.png (1.74 MB, 1388x1102)
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What do we think of the new shrek?

https://www.youtube.com/watch?v=KbiwL74KyJQ
56 replies and 8 images omitted. Click here to view.
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>>1008463
low test vasectomy sherk
>>
>>1017130
Damn, that fixes the disgustingly ugly features of the original model, while mantaining it's core design and character. You just gave us the real Shrek remake that we will never have.
>>
>>1010203
Modern character designers do suck. The only animated films that do well are copy/paste sequels of franchises established over a decade ago, the rest is a competition to make the new record-setting box office bomb. Why would they recreate characters to be more like the latter camp?
>>
>>1016930
Left is the OG. Right's the update.
>>
>>1020355
Does it though, we've had nothing but bombs for years

How do we fix this atrocious software?
14 replies omitted. Click here to view.
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>>1025367
jews are terrible humans
>>
>>1024820
There is not fixing that retarded software you have to scratch it from zero and why blender keeps the retard bewannabes 3d artist from real artist. Think of blender as gatekeeping software. You don't want losers ruining autodesk or cinema 4d.
>>
>>1024979
you are a poojeet.
>>
>>1024926
>a shitty workman blames his tools.
that's because a shitty workman has shit tools and does enough work to know that the tools are shit
>>
>>1025468
>You don't want losers ruining autodesk or cinema 4d.
Autodesk is perfectly fine fucking over itself, let's be real here.

Blender's not a good program, but let's not lie to ourselves and say Autodesk is any better than the BF in terms of incompetency and how they update and run their software. As someone who's used both programs, they've crashed an bugged out on me frequently, even on higher end equipment.

File: screen.png (1.2 MB, 2876x1590)
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Anybody has the code that this guy is selling on his website?

https://x.com/dangreenheck/status/2016314279117353111
9 replies omitted. Click here to view.
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>>1026147
Cause no one other than OP needs the code
>>
>>1026152
you go ask for the big dick and do us all a favour
>>
>>1025898
Imagine paying that cunt for his vibecoded trash.
Just vibecode it yourself if you really need it, you can even use his changelog to make sure the features are similar
>>
>>1026211
Sorry bud if I want a FFT wave sim I can just fire up Blender
>>
>>1025898
Just open Blender play with it for few hours and you will get it for free.
And even you will learn something new.

Guy selling it most probably stole code from Blender fluid simulation!

Have nice day!

File: 20251231194222_1.jpg (1.26 MB, 2560x1440)
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Recently found this game on steam. nevermind the gameplay, music etc., it's all shit.
But what stood out to me is the art. How is this feasible with just a 2 person team?
Doesn't seem feasible to me, so i assume that these models and textures weren't all modeled and painted by the creators of this game, but if not, then how would you do this?
I took a close look at the textures, and for example, if you look at a barrel, the individual nails in the wood are all shaded slightly different, which leads me to believe that all of these textures are downsampled from something else somehow, maybe even from photos. But if we suppose that these are all ue marketplace assets that were simply crushed to lower poly and texture resolution, how would you do that and how would you combine all that into a unified art style and avoid the typical asset flip look? There are also some assets like in the next picture where a generic rock or moss photo texture wouldn't really work, because of how it wraps around the 3rd model as if they were created for it, but surely not?

cont.
87 replies and 35 images omitted. Click here to view.
>>
Still thinking about this game, made me want to try and emulate the style like OP. Really just want to play more desu
>>
>>1024760
>maya, zbrush
damn i thought pros all used blender cuz it's the cheapest tool for the job?
>>
>>1024052
>zoomer's first time looking at a low-poly model with 16bit textures with no filtering (or rather just nearest neighbor) applied to them
Come one man.
>>
>>1024434
the absolute state of nu-/3/
>>
>>1024484
>>1024483
>>1024482
this proves that lightning + postprocessing is doing 70% of the work in that game

File: 3wr4352235.png (278 KB, 1090x964)
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fucked up, evil sculpt i just made filled with nothing but hatred and malice
>>
>>1026238
Built for BWC with the legs spread
>>
>>1026238
Nice rendition of Bobby Lee
>>
Looks like the yellow dude from smiling friends
>>
>>1026238
Nice rendition of JD Vance


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