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File: lewd.png (387 KB, 600x600)
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no matter how hard I try, they always end up looking uncanny. How do you achieve realistic movements, chuds?
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>>969395
Athena has to be one of the ugliest girls in KoF
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>>969395
Are you done yet? I want to fap right now!
>>
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>>969395
>How do you achieve realistic movements, chuds?

Learn the basics of animation.
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>>975909
This anon is correct and you really really should look into the 12 principles of animation and understand them. You cannot even make bullshit joke animations that look <at least merely adequate> without them.
That being said here's the hack:
Pose your characters in some fucking position. Skip to 1 second in the timeline, create a key frame for every single controller. So you have 2 keyframes at 0 and 1 second which are identical.
Go to 0.5 seconds. Pose the characters into the opposing stroke position. Just assuming you mean sex 0&1 are dick out. 0.5 is dick in. or w/e.
Go to 0.25 seconds and 0.75 seconds and make a keyframe at both times which correct the path from one pose to the next. If anything ought to be swinging or swaying it should be at it's most extreme bend here. (if you're using dynamics then w/e).
Follow this procedure on 4 frames. The frames just a couple frames ahead of and beyond your 0||1 and your 0.5 poses. Mark a key frame, and fix the poses if you need to. Then take those key frames at w/e frame they are and cut/paste them at the .125, .375, .625, and 0.875 second frames. These frames should include drag on floppy/flailing things.
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>>976257
Stop being condescending towards Cris. He knows at least 13 principles of animation when you only know 12.

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Just my luck ffs finally have a week of free time to try to learn something and it's gone.
Not saying I'm lost without it but it would help.
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>>976055
I'm not him.

I've been to art school, been trained by an academy award winner, have gotten professional work, and dont live in venezuela.

Ai is not a scam.
>>
>>976046
MLOPS support AI models and all of modern AI breakthroughs are in machine learning.
You are trying to argue semantics because you know you are wrong. I wouldn't have called you retarded if you weren't so confident while having absolutely no clue about anything.
>>
>>976065
>You are trying to argue semantics because you know you are wrong.

>Can there be AI without ML?
>Historically, AI preceded ML. When researchers first created AI, they didn't even have ML in their minds. An example for the use of AI without ML are rule-based systems like chatbots.
>>
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Who's hyped for Mardini?
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>>976151
Mardini 2024 | Day | Topobuild Node
https://www.youtube.com/watch?v=63anPE14fGc

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Post your cg endgame. For me, I just reached one of mine.

>scripting 3d apps with python
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>>971736
just started this january
>make cool fantasy weapons (short term)
>sculpt cool fantasy characters to hold the cool fantasy weapons (long term)
>sculpt cool fantasy waifus to hold the cool fantasy weapons and have people pay for it (even longer term) (will never happen)
>make a cool fantasy short film (longest term) (will never ever happen)
>>
>>975069
>so I can make a cc0 asset library for game developers and 3d animators
Very based. You can do this, anon!
>>
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>>975642
it will take a while because I'll be kicked out for neeting if I dont get my ged so I have to work on that for the next few months but hopefully work will resume soon :^)
>>
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>Post your cg endgame
For me, I haven't reached mine because I wanted to go into it, couldn't then it became a hobby and now I barely get to work on 3d stuff because work is really tiring.
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>>971736
my endgame is tulpamancy

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With the prevalence of AI art fucking over 2D artists, anyone else relieved to be a 3D one?
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>>975299
>neural net also doesn't contain any algorithms, it's just a large heap of weights, millions of if-else instructions
holy fuck I never thought I'd see such level of confident retardation
That's what happens when you had the """creatives""" trying to understand anything math related
>>
>>969626
Ai art isnt fucking over anyone retard. If some brazillian in a shack, prompting salimichan is enough to drain you of any confidence, you werent gonna make it anyway.

it seems so apocalyptic cause everyone who didnt like drawing but did the grind cause theyre social outcasts and think its better than an actual job, all got their willpower shit on with the realization that no... this isn't something you do for others:

create for yourself instead of being a fucking sheep
>>
>>969626
>With the prevalence of AI art fucking over 2D artists, anyone else relieved to be a 3D one?
Time is ticking, friendo. Only a matter of time. You are replacable.
>>
The key is for artists to work with the ai, have it generate your starter image, and then touch it up yourself. We know that it's not perfect as of yet, and we know that whatever it creates will not be a perfect representation of what the artist had in mind. But it can be like that first sentence in "finding forester" where from the beginning provided by another source, the artist can work with that starter to create something of their own.
>>
>>975916
It's just another tool for creators to work with, and it's still improving, soon it will be a better master of 2d drawings, and from there we will see ai 3d art before we begin seeing animations done with ai.

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So I've made this post yesterday -

>>>/pol/458898616

You can actually poison AI/LLMs with "wrong" input. A frame is a basically a micro part of a video, so in theory you could also apply this for videos (like 3D videos, for example)

Discuss about it.

>Pic. Related
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>>975042
>why incorporating a poison model into the generator won't make it immune

I will spoonfeed you now.
But first,

>Put that BBC nigger cock out of your mouth for a second you faggot cuckold
>Let Tyrone please your wife for a second

As posted from the WEF Forum article:

>"Nightshade allows artists to change pixels in their work in a way that is invisible to the human eye. This misleads AI programs, which then believe the image shows one thing, whereas viewers see something different.
>“Dogs become cats, cars become cows, and so forth,” the MIT Technology Review explains in its preview article on Nightshade.

Currently AI doesn't really "learns" artwork, it tries to follow an image pattern to the best of it's capacity.

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>>975043
Legal remedies are far too slow and kind for AIdiots.

>We have to just accept the fact that the law, society and corporations want to sack us, period
>Or "just get a real job", implying that we don't put hard work into our crafts or that it's not really valuable
>Or even wrongly assuming AI/AGI won't also affect physical jobs through robotics

Software retaliation would (I think it will) be far more financially destructive to AIdiots at large.
I do not want to coexist with psychotic trannies that literally come out of the woodworks to post about why I'm "wrong"

>Without posting any concrete proof otherwise

Just so we can feel despaired and powerless in a situation we have no control whatsoever
They can go die in their own hopeless pits of doom for all I care


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>>975190
>invisible
I remember a fuckton of people bitching that it made their pictures look like highly compresed jpegs with horrible artifacting and the only guy that couldn't see anything wrong was red-green colorblind.
You're also completely ignoring the anons that pointed out that it only works on unmodified clip vision models as if any company with the cash to train or at least finetune an image model can't spend a little to finetune clip as well. Like the other anon said, if it becomes an impediment in any way someone will bother to come up with a workaround. Until then it isn't worth any company's time. What needs to happen is that a court needs to determine if training falls under fair use or not.
>>
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>anons have spent nearly a week arguing with a brain-damaged schizo namefag
>>
holy shit

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My projects have become so complicated that I'm starting to get anxiety, fr. I come home from work and I can barely make any progress because its just so complicated. Once I started scripting houdini really hard and reading real pro tips on discord my artistic eye just sort of skyrocketed. Now there is no going back. What do I do now?
11 replies and 1 image omitted. Click here to view.
>>
I'll add 'cris' to my wordfilter as well.
>>
>>975852
it wont work
>>
>>975834
i'm glad i've made you this mad cristos
i hope ive ruined your month
>>
>>975855
I'm not him, just an admirer. Accept it, or dont, idgaf
>>
>>974763
What you are describing is like the number 1 problem in all of software development.
The goal of coding can not jus bet to solve a problem, but to also do it in a simple and easily understood way.
If you can not describe the algorithms you use or make in simple terms step by step then you probably haven't simplified enough. Every large problem has to be deconstructed into small and easy problems. It's the only way average intelligence people can achieve complexity.

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The iconic bishoujo figure render, with the pearly background. How do you do it, exactly? It's a scene in blender, right? I saw some korean? streamer using it once but I forgot his name.
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>>975225
>>975260
>it's depth of field and GI!
>actually, it's empirically measured materials!
Which one of you is telling the truth?
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>>975334
I am dof/gi guy.
I am looking into this blown up jpeg trying to catch a glimpse of SSS in the plastic. which real plastic would have. However all I'm seeing is the painted texture of dark warm spots in the anatomically logical recesses of the figure.
If there's SSS it's very subtle(it should be) and completely lost in this low quality image.
That being said, this looks like a low quality photograph. Not a low quality 3d render.
DOF and GI are definitely on. It would take a side by side of the same scene rendered with and without SSS to convince me it's visible in the OP image.
>>
>>974699
anon this is chinese
>>
>>975639
korean
you can tell cuz the have a lot of little circles
>>
>>975639
anon if that's chinese I'm a bona-fide vietcong...

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Hello, ive been working on game on my free time doing models, animations and levels, problem is im not able to find a programmer for this to work with revenue share. Yes i know its hard to find people to spend time in an unpaid project and yes i know my models aren't AAA but in my opinion they look decent.
I have been looking for programmers on reddit and most of the time the just end up quitting after a while
Basic game loop is similar to Deep rock galactic and Lethal company, pretty easy to work with them and popular Hiring one is impossible for me now.
Should i keep working on it and then try to find someone? is it even worth working on it ??

Some images: https://imgur.com/a/siqaPl6

sorry for bad English
thanks in advance
16 replies and 2 images omitted. Click here to view.
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>>974881
if you are capable with that art then you are capable of learning programming too. Just do it. Make simple games with one system. Then make a game combining those systems.
>>
>>975739
Cris does that all the time.
>>
>>975720
eyo sorry for he late replies
there are propably somewhere to 12 unique ones and the rest of the itemes are resources, craftable etc.. these are a bunch 20+ maybe

>>975739
Thanks but that would be impossible for the limited time i get
>>
>>975745
So what i did was creat an "Item" class that held all the data every item would have. For me that was a name, value, weight, and an icon. Then particular items like crafting materials, clothing, consumables, etc had their own classes descended from the item class. All of the items were held in arrays held in a globally accessible object.
The actual player inventory is arrays of a class that just holds 2 integers. One int is the index for the item and the other was the quantity of that item the player posessed.
>>
>>975750
incase you're super duper newb.

You know how when you make variables in unity they pop up in the inspector?
like yout type:
>public int money = 0;
and in the inspector on that component now there's a little number box called "Money". You can make your own thingies to put in that list. They're called "Classes"
So if you make a new c# script in unity it automatically types a bunch of shit. Up near the top there's like
>public class MyScriptName : MonoBehavior {
the "MonoBehavior" is another class which your script is <inheriting> from. So your new class has all the special properties of a monobehavior automatically. And if anyone needs to talk to a monobehavior they know how to talk to your new script.
What you can do is replace "monobehavior" with "System.Object"
"System" is a box of special objects that belong to the operating system. The unsexiest most generic things. The "Object" class is the most generic type there is. So when your class inherits from the object class you're making a brand new thing defined by you.
One extra thing is to add a little market that let's unity know this is the kind of thing we want to show up in the inspector, right before the class definition.
So try this out (remember to delete the update and start functions)
>[System.Serializable] //this lets unity know to print it out in the inspector

Comment too long. Click here to view the full text.

>Tfw didn't train my 3d skill for years to update portfolio
Can I buy off anyone's 3D portfolio models/images that you guys don't use anymore?

I lost my job and now I wanna move back into 3D modelling. Some small enviroment stuff would be nice while I make my own portfolio on the side.

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Anyone else feel like the effort to make 3d is a greater payoff than the result itself, meaning sidestepping the work with AI, just like putting codes into your game genie, is pointless?
3 replies omitted. Click here to view.
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>>975550
>"ai nonsense"
>still cant come to terms that sora has single handedly buried this already dead industry as well as this board
>>
>>975550
Stfu A-logger
>>
>>975551
Cris, the only thing I can't come to terms with is why are you spamming this board with AI-related nonsense.
>>
>>975558
im not cristiano.

see >>975558
>>
>>975559
see >>975551

File: 19284547102315.jpg (147 KB, 922x726)
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You there anon who works with UE4

How do i fix these blocky shadows? looks something with their resolution
i already tried those commands:
>r.Shadow.CSM.TransitionScale
>r.Shadow.FadeExponent
>r.Shadow.DistanceScale (seems to increase visibility but lowers overall resolution from closer pov)
>r.Shadow.RadiusThreshold (dont changes anything)

Its dynamic shadow using one point of lighting from the window.
3 replies omitted. Click here to view.
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>>973933
sorry, I use UE5
>>
I simply live with the blocks
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>>973933
just enable ray tracingb ro
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>>973933
Depending on the glass the light goes through, it can look very much like your pic
>>
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>>973933
prolly this my guy. in cg you usually want the abolity to alter how drastically the shadows fade from sharp to soft like they do with real lights and the sun. 1.2 is the typicaly number that works beat for a directional light in maya to appear sun-like.

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Why haven't you embraced SOVL as your art goal instead of graphical realism autismo for AAAA companies?
>>
>>975196
Most of the people here care about making products rather than capital A Art that's meant to enrich people's minds. Your OP pic seems like a bad example to me though.

>>975207
Namenigger being annoying as usual. If you think about cris so much, why don't you marry him?
>>
There's nothing soulful about that pic. Kill yourself.
>>
>>975207
Fucking A-logger
>>
>>975196
>"sovl"
>shows the most soulless corporate dogshit artstyle on the planet
>>
>>975395
Cris is not a bad person but he gets easily deceived. He may have watched some flashy youtube tutorial, one where the person in the thumbnail appears to be experiencing some sort of unnatural intercourse, where that person convinced him that any other people in the world know what "sovl" even means.

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Is anatomy good for you? Discuss character creation here while I post my "progress".

I believe in power of personal blogs since that's exactly how I got a coding job.

So here goes.
Am currently following the Anatomy for sculptors book.
Today's goal is to make something resembling a human. I've already spent an hour on this blank helmet.

Final goal for this year is animate two characters interacting with each other and environment in a silly manner.
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>>972178
In retrospect this looks ugly as fuck for 7 hours.

Last half a month has been rough at work so today's gonna be the first sculpt since january.
>>
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Idk, 3 hours in, have been playing around with proportions, couldn't grasp them.
Too tired, gonna fix it tomorrow.

Glad I have coding experience under the belt which tells me it's okay to be slow and even hopelessly stuck, it's gonna work out in the end one way or another.
>>
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Nah it's pointless, not one confident stroke was made during these four hours.
Okay, plan B, rewatch every lecture and this time do screenshots and take notes.

Also, do you see a temporal line on the reference? Because I don't.
>>
>>973546
I think you should watch some speedchar head videos, his heads look nicer than that after ten minutes.
He works low-res at the start, so you can probably copy his steps without too much trouble.
The basic proportions are something you can practice with very low resolution in quite short amounts of time.
>>
>>973546
use freakin refs

Curious, why is this board so dead?
Isn't 3d exciting?
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>>
more shitposting will save this board
>>
>>972910
what is with people and these weird as biotruth takes
>>
>>974985
>biotruth
haven't heard that term in years, kek.
You do know the 'biotruths' are... true, right?
>captcha 4vags
>>
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>>972764
4chan is for cooonsomer not producers. Don't believe me? just see for yourself how the lower the barrier of entry a certain thing is, the more inactive it's corresponding board is.
>>
>>972764
cris and agdg children who don't make anything like to post garbage here, and that drives people off.

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Is Zbrush better than Blender?
It's a chore just trying to pose the stupid mesh, or "tool"
Yeah, Zbrush could handle more detail but holy fuck, is it worth it? I tried to make an eye shader as a new user and it doesn't even seem possible. Most seasoned Zbrush sculptors seem to just polypaint the eyes and fake the effect.
>>
>>973707
It's worth it if you're gonna go for very high end sculpts or make sculpting the main thing you do. Otherwise I'd stay away. Sculpting in blender is good for anything this side of movie assets or highest tier AAA type stuff.

You can learn all the skills you need as a sculptor with the toolset available in blender and transition into Zbrush when you already have serious skills if you one day wanna work on something really high fidelity.
>>
>>973707
why would you make an eye shader in Zbrush? It's a sculpting program not a rendering one. Export your sculpts somewhere else.
>>
>>973707
>>973712
>>974505
Cris. Why?
>>
>>973707
>Zbrush could handle more detail but holy fuck, is it worth it? I tried to make an eye shader

What the fuck?
>>
>>973707
>zbrush
having sculpt layers or


having to use low performance deformations for cope as not having sculpt non destructive layer system in 2024 with paid plugins
>blendet

lmao


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