[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/3/ - 3DCG

Name
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File
  • Please read the Rules and FAQ before posting.

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


New anti-spam measures have been applied to all boards.

Please see the Frequently Asked Questions page for details.

[Advertise on 4chan]


File: mfw.jpg (16 KB, 446x475)
16 KB
16 KB JPG
When starting out in 3D, is it better to finish as many models as you can (or projects if you'd like to call them that way) and keep adding more sophisticated technologies and techniques as you learn them or is it better to just polish one model and keep adding stuff to it as you learn? I come from a 2D background and when it comes to drawing quantity is king, you should be drawing every day as much as you can. Is it the same for 3D? I would've posted this in a SQTDDTOT but there's no such thread at the moment (you can use this thread for that, if you'd like)
>>
>>994000
In the early days starting over and completing small projects can be wise to get repetition in to grow familiar with techniques
but once you start becoming proficient in 3D you can iterate on models in a way you really don't do on a 2D piece.

My character models I use today for example is a 'Ship of Theseus' that traces their origins back well over a decade but with every instance
I set out to improve some part of them that I feel have issues and can be improved. Because geometry/topology is so reusable you will reshape and
recycle portions of earlier projects and spend all your available time perfecting the weakest aspect of what was already there.
>>
>>994002
>Because geometry/topology is so reusable you will reshape and
recycle portions of earlier projects and spend all your available time perfecting the weakest aspect of what was already there.
That's something I immediately noticed, my first instinct when modeling the hands for a second character model was to just copy and paste the ones from my first one and just adjust them applying what I know now
>>
I'm doing game dev with pre-rendered cutscenes, and it's been going okay, but I'm really struggling to render things with my budget APU and I've always had stuttering just using the interface honestly.

>16x2 RAM
>AM4 socket
>solid power supply

What's a decent budget card and CPU to shoot for purely for doing 3DCG right now (the APU can't support a GPU)? Looking for best cost efficiency, I can save some of my autism euro if I need to, but I've never even owned a GPU before so I don't really know what I'm doing here.
>>
>>994422
I've made the conclusion that I'm just too poor I'll have to keep doing 3D with my APU wish me luck /3/.
>>
>>994000
I will not install it, fuck houdini.
>>
>>994466
ngmi
>>
>>994466
What do you need to use houdini for anyway?
>>
File: 1622153118007.jpg (76 KB, 640x767)
76 KB
76 KB JPG
surely there are cracks out there for programs like substance painter, marvelous designer, jangafx etc? all these subscription models are so jewish. I can't bring myself to paying for any of it
>>
>>994548
I want to do simulations and stuff-
>>
>>994708
The poorfags in Russia used to rally behind cracking this shit but now funny shirtless spook man is cleansing their whole demographic to die so now there's no market for it. Get to cracking them yourself I guess.
>>
>>994773
truth.
>>
Who knows where I can find architectural plans for famous buildings to use as references?
>>
>>994820
https://www.bibliocad.com/search/?term=PARTHENON
>>
>>994821
Thats pretty good, thanks
>>
I'm wanting to update/maintain a config for blender that I like using because it hasn't been updated in like a year.
I really don't know where to start I have very beginner knowledge of coding but I figured it be a fun thing to try and learn. if someone would mind pointing me in the right direction of where to start with this I'd really appreciate it

https://github.com/HEAVYPOLY/HEAVYPOLY_Blender
this is the config btw
>>
Bros I need the courses and tutorials from Rebelway. They are charging ridiculous prices ($300-$800+) and I can't find them anywhere
>>
>>994000
Is blender 4.2 worth getting or should I stick with 4.1? I'm used to 4.1 now and they have changed a fuck ton of stuff in 4.2 I've read.
>>
>>994836
If it works in blender 4.0 it should be fine to use without updating. Why do you think it needs updating?
>>
>>995069
>Is blender worth getting
no.
>>
File: 652380235550.jpg (1.16 MB, 1524x1732)
1.16 MB
1.16 MB JPG
>>995068
here are the ones on cgpeers
all of them are on bilibili but you gotta watch in 360p unless you wanna give the ccp your id

rutracker has a few:
https://rutracker.org/forum/tracker.php?nm=rebelway

i'm sure you can find the rest on the list from other places too.
>>
>>995069
I'm still fairly new, but it didn't really get in the way of my workflow. The basics haven't changed that much.

Addons would be the thing most likely to stand in your way, so if you have eleventy billion addons, you might want to wait. If you don't use many, check to make sure they still work (i don't think this broke much)

Other than that, it's mostly just going to be a few instances of "where the fuck did they move that thing to?"

But unless you need some of the new hotness, you can just wait if you're anxious.
>>
>>995069
Always update, it's easier to stay up to date rather than having to play catch up with several versions.
>>
Is increasing the sculpt's resolution the best way to deal with jagged seams like in this deep crease? Using blender 4.1. Thanks in advance.
>>
>>995167
Woops.
>>
I can has cool pics and/or info on 32 bits float workflow examples of any CGI software?
>>
>>994000
You should start with a CAD program actually. Get AutoCAD, learn perspectives. Do an object with different types of view, side, front, back, isometric, learn what snaps are for and then move to Revit and then 3DS Max if you can.

Blender is trash. Don't use that.
>>
I want to start posing game models, do people usually load the whole map and cut out a section for posing or do they take a screenshot and super impose their models in? backgrounds and scale kinda escape me so thats partly what i hope to learn
>>
File: map.jpg (347 KB, 2304x1692)
347 KB
347 KB JPG
I'm making a series of 3D maps, this one in particular is about location, number and type of car-related accidents in an area.

I want to make a map where the higher the cylinder; the higher the amount of accidents represented. Due to me being in a peepeepoopoo third world shithole I cannot just download the map in a format that allows me to do GIS wizardry to locate and edit my volumes, instead I am only given an image. I've used this image as reference to trace where accidents happen and made a map manually by just copy-pasting cylinders and filling in their height one-by-one. I now need to do the same three more times for each type of accident

I know this is stupid and slow and want to know how can I input data. I've seen methods where you use an UV map to control the location and characteristics of a mesh or group of meshes, but the maps I'm given are low quality and have too manny details to be useful without a lot of editing. Since I already located where every single mesh will be I would like to embed each one with metadata and maybe toggle which biy of data is expressed thought height

I only learn new features as I need them, so just knowing what i should look up is enough
>>
File: mdm.png (1.19 MB, 1440x865)
1.19 MB
1.19 MB PNG
>>995276
The maps I'm given look like this
I can only turn off the layer with the heat map, but not the background, so I'm not too sure that a geometry node liked to an UV map will be possible
>>
>>995276
This can be done in 3ds max using a simple script.

If you have max I can write a script that does what you want.
>>
Is it cheating if I steal a part I'm having trouble with from someone else's model? I adjusted and retopoed it to suit my needs but I'm not sure...
>>
File: blockbench.gif (2.17 MB, 869x463)
2.17 MB
2.17 MB GIF
anyone knows why my null bone doesnt have any effect in blockbench?
>>
>>995561
Is it cheating if you copy someone else's book report and change a couple of sentences? Does it feel good and save you time?

It's an ethical dilemma whether you value your book report to be a reflection of you or is cool with it fraudulently being perceived as such by your audience. Only you can make that call violator.
>>
>>995766
I ended up making peace with it because this entire field is based upon ship upon ship of Thesseus
>>
>>995561
I think you're cheating yourself of a good exercise, but if it's not an exercise and it's production work then there's no such thing as cheating
>>
I want to make a small Unreal Game to get the hang of it. Thought it would be cool to make some preset face parts (nose, eyes, etc) in Blender or ZBrush to scroll through. From the way I see it everything would have to be modularized as much as possible. How can that best be achieved? I'm not concerned about animation as of currently. Just the general process.
pic unrelated
>>
how do you guys get over that "anxiety/fear" feeling you get when you think of starting a project? be it animation or whatever, i just cant seem to ever put my ideas into work because of this feeling
>>
newfaggot here
what's the go to place to pirat- uhh download random 8k textures and materials?
>>
I'm trying to figure out how to do wiggle bones without relying on gimmicks like addons. So far I've figured out that three (well, four) types of behaviour are necessary for what I want to do:
- The wiggle itself: this can be done with damped track constraints on the previous bone on the chain
- FK controls: this can be done by duplicating each bone with the damped track constraint in the chain and giving them a copy rotation constraint targeted on each deformation bone
- Collision: this can be achieved with physics simulation but that sort of defeats the purpose of using damped track constraints and FK. I still haven't figured out how achieve this
- (optional) IK controls: I think it would be neat to control the appendages that need wiggle with IK but I'd like to figure out the first three points first+

How could I get a setup that achieves the first three points?
>>
>>996192
Stop using social media.
>>
File: uhh.png (1004 KB, 1184x687)
1004 KB
1004 KB PNG
Is there a way in Blender to space these vertices evenly, or would i have to just remake the entire model
>>
>>996516
With my limited knowledge I would try going into sculpt mode and using the slide relax tool while holding shift
>>
>>994708

aHR0cHM6Ly9ydXRyYWNrZXIub3JnL2ZvcnVtL3RyYWNrZXIucGhwP25tPXN1YnN0YW5jZSUyMHBhaW50ZXI=

aHR0cHM6Ly93MTQubW9ua3J1cy53cy9zZWFyY2gvbGFiZWwvU3Vic3RhbmNl
>>
I'm trying to bake a texture but it comes out black, any ideas?
>>
>>996589
I've figured it out, it's cause there's shader to rgb node in my procedural texture
>>
>>994000
anyone know where i can pirate solidworks? preferably the 2022 version, but i'm not too picky
>>
File: bwaaaa2.png (12 KB, 649x649)
12 KB
12 KB PNG
How much, approximately, would it cost me to commission someone to do textures for my model? I can provide a fully rigged model + ref sheet (drawn)
I can sculpt, I can model, I can rig too but I'm hopeless at textures..
>It varies by
I'm just looking for a ballpark figure
>>
>>996804
If you've done that much work already why not just learn how to texture yourself? you could try and bridge the skill gap with flat colors + a toon shader
>>
File: 1726390756739952.png (1.01 MB, 1024x1024)
1.01 MB
1.01 MB PNG
>>996804
Strange, you can´t into texture? What software are you working on?
>>
>>996816
Stop posting garbage aislop
>>
>>996804
>I'm just looking for a ballpark figure
Sorry bro, you said it yourself.
>It varies by
>>
something about the blender community really irks me but I don't know what other software to use if I need a lot of beginner help & tutorials. maya? max?
>>
File: genuine pain.jpg (33 KB, 695x563)
33 KB
33 KB JPG
Are there any good tutorials for Maya scripting and specifically creating plugins for Maya? I may or may not try to create a one (specifically an implementation of the Diamond-Square-Algorithm) as my bachelor's thesis, and the only resources I found are one Youtube playlist that doesn't explain everything I need and a 10 year old reddit thread.
>>
>>994000
what software should i learn if i want to create game-ready characters like the ones in nintendo games, including rigging them and animating them
not going to get into realistic since that's just not my style
i was told zbrush will be the core for modelling the character
other tools would focus on re-topologizing, unwrapping, texturing, and baking
i don't know if i should re-learn blender since i used to work on it like a couple years ago and haven't gotten back to it since
i would also like any tutorial recommendations that show how a concept is converted from its 2d design to the finalized 3d asset, ready to be put into a game engine
>>
>>997140
>uni degree in le games
It's over
>>
>>996887
use what you want, every software has beginner-level tutorials
>>
File: retopquestion.png (334 KB, 598x597)
334 KB
334 KB PNG
I'm going to retopo this model manually. Is it better to do with and try to preserve the muscle structure (with more verts where the muscles crease) or better to just go over the whole thing as if there weren't there. Either way I'm still going to make a normal map from this, just not sure if the retopologized mesh should also have visible muscles.
>>
>>997224
add shape to your breast pecs
nigger
go over the lower body flatly, normal maps will work
faggot
add more detail and sculpt out your actual high poly mesh
tranny
>>
>>997235
Thanks bitch
I already have all the detail I want on the high-poly. I'll just go over the abs flatly though I guess it'll still preserve some detail because of shrinkwrap but make specific loops for the pecs. Figure if I really want more detail later then just multires + sculpt

captha: HR0VMJ
>>
>>997264
i can literally count the vertices on your nipples
nigger your baked maps will have artifacts and blocks in them
go up to a 100k in zbrush or whatever sculpt program ur using and smooth the entire model more out
>>
>>997235
>>997290
stop swearing you seem extremely insecure
>>
>>997293
Nigger
>>
File: animation.gif (418 KB, 512x512)
418 KB
418 KB GIF
Question: I'm finished rigging a model and adding all the rig widgets and everything, it's ready for animation.
I want to create animations for a game I'm making in Unity 3D, but I just wanna know, am I supposed to create a new project and import everything I've made onto there and just make animations in it, or should I make animations in the same project? How does it work?

If anyone has good vids on where to go on making animations from here, let me know. I don't need any advanced stuff, just simple and fast tutorials or guides that explain the crucial foundation so I can explore on my own a bit and find new vids that help.
>>
File: screenie.jpg (83 KB, 1036x668)
83 KB
83 KB JPG
>>994000
how to configure wretched array into randomly assorted lines (this is for making a bunch of pipes, scribbled edges have been added to show desired result)

I don't want to use geometry nodes unless I absolutely have to
>>
>>994708
m0nkey has a good crack on adobe products (which includes substance painter)
>>
>>997210
actually it's somewhat of a hybrid between digital media and computer science, we learned very little about games.
>>
What did I do to cause this? Some of my planes are Dark when the standard is Light. I'm in Solid mode in Viewport Shading, so it should not textures or lighting. Checked the Normals and did not seem like it.
>>
>>996516
Not an expert on this topic. But I think that's what the remesh modifier is for.
https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/remesh.html

That should clean it up a good deal, but if you need it to be entirely clean, you'll need to learn how to retopologize.
>>
File: we just dont know.gif (998 KB, 250x251)
998 KB
998 KB GIF
Is there a way to make triggerable animations? I have a car with lots of openable panels and doors (usually parented to an empty that acts as a pivot), how can I have separated animations for each doors (empties) that I can trigger separately?
>>
>>998374
I don't know much about animation, but is that not what "actions" are for? If I remember correctly, you can sort of contain animations in blocks. Think of them as the animation equivalent of an object. Everything contained within an action works independently, and you can move the actions around and tell them how and when to get triggered.
https://docs.blender.org/manual/en/latest/animation/actions.html

I don't know much more than that. So you'll have to search up actions or NLA(Nonlinear animation) to learn more.
>>
Both are good approaches
>>
File: F91Md7C.gif (594 KB, 500x281)
594 KB
594 KB GIF
Where/How can i learn shaders in blender?

I am looking for an extensive resource.
From what i have gathered, shaders heavily rely on applying math.
I DO have mathematical knowledge, i know what's a sine/cosine/tangent/cotangent and how these trigonometric functions are graphed.
Same with arcsine, arccosine, arctangent and arccotangent, i know what they are and how these trigonometric functions are graphed.
I guess my problem is that i have no practical knowledge of how to use them.
If you asked me to use an arctangent in a shading workflow i would draw a blank, because i don't know a practical application for it, just what it is an it's function graph.
Math classes focus mostly on theory and solving equations while blender is all about practical application.

If any blender shading expert could help, it would be most appreciated.
>>
>>998676
"Expert"? Around these parts? Nah. However, the CGMatter guy knows a lot. His tutorials are fast. Just pause to follow along. https://www.youtube.com/watch?v=HDBZ7CwlfIs
>>
What's with this bot that bumped every thread? Does this happened a lot in this board?
>>
File: for the love of god.png (165 KB, 880x1070)
165 KB
165 KB PNG
for the love of god someone who uses fusion360 help me, I'm about to blow my brains out

I can't delete any nested shapes in sketches and I just get these red lines. I click the rectangle I don't want and hit delete but nothing happens.

My goal is to use loft to make a duct out of the outer rims of some shapes that I offset but loft just makes a complete solid out of the outermost shapes and I don't know why
>>
>>998723
That was exactly the tutorial i was watching before posting.
I got the gist of most but some parts like using inverse functions and vectors in 3d space confused me a little.
>>
>>998733
I can't help you with inverse functions. But I can tell you this: shaders are all about making the pixels on screen change colors via math. There are a million different ways to achieve this. But it pretty much boils down to defining how close points are. It's all distances, distances, distances.
I'm still pretty much an amateur, but I'm starting to get the hang of things. And what I do, is I visualize points in a 3D space. It's kind of hard, because I don't have the best ability to visualize. But I manage. It also helps to sketch out points on paper.

Do you have any models? You can use geometry to help you see vectors in 3D space. I'm not sure how much I should explain, because I don't know what you know.
>>
>>998725
i was about to ask the same thing, idk if its a bot, schizo, or weirdo
>>
how do i start learning maya?
i am pretty much a noob with blender, but i can at least understand the workflow and it feels easier to model stuff in blender thanks to the hotkeys
it seems maya has a completely different workflow
>>
>>994708
Private trackers.

>>994773
Boring /pol/troon failed at derailing a thread.
>>
File: lighting.png (1.92 MB, 1920x1080)
1.92 MB
1.92 MB PNG
Bro why is my lighting so shit in EEVEE nobody else has lighting that looks this pixelated and scuffed.
>>
>>994708
i downloaded stuff from filecr, and never connect that pc to the internet
i dont know if it will still somehow damage my pc desu
>>
>>994000
How hard is it to make a coomer vn in renpy using blender renders and perhaps animations? Is there a way to do it in engine or do you just kinda slap in images and videos
>>
>>999150
I've been playing a game exactly like this in recent months.
There are free versions which are basically full but released with few weeks delay compared to patrons.
You can download it and research how it's structured and see how that looks like in game.
It's called "Waifu Slut School".
>>
>>999055
the voxel resolution of your volume is too low
>>
Can you make any money making low poly stuff?

I seem to like doing it
>>
>>999211
Only thing I can think of is just comissions, maybe advertise on dnd subreddits? Making ocs and such, I doubt people would care about lowpoly smut/nswf so probably not that. Or solo/indie gamedev but that's obviously a whole different thing, lowpoly ps1 nostalgiabait is a trendy one if you can master it
>>
>>998409
>Nonlinear animation
Cool I didn't know this was the term, I'll look into it.
>>
>>994000
Trying to make a hair braid mesh (downloaded from sketchfab) behaving like cloth in UE5.4, but when I do cloth paint the hair mesh falls apart because even though it's one object, it's also made of 700 smaller pieces not connected to each other, so cloth simulation is applied to every single mesh piece individually. I tried to reconnect them in Blender using Bool tool union, but half of those pieces vanished, and I just wasted a whole day trying to get hundreds of pieces joined in a single mesh/object.
Is there a simple way to resolve this? Do I need to do some sort of a remesh (never done it before)?
>>
Does this board have a searchable archive yet now, and if it doesn't, why not?
>>
>>1000148
https://warosu.org/3/
>>
posted my stupid question in the wrong thread >>1000253
>>
What is this? Why does it do this?
I'm using the quickrename bar to rename a selection. Normally it should rename everything and add a number in order of my selection. I use "select hierarchy" extensively to rename joint chains.
It not only doesnt rename every object on the first try but it never gets the order right. If I try to select things in a new order to compensate it does something different.
It was not doing it in my previous version of maya 2018, but it is not ever since i switched to 2025.
>>
>>1000300
The answer is: No. There is no special advantage or disadvantage to be had keeping files together or apart. An SSD is going to load and save data much faster than an HDD. The only advantage would be having both the program and your files on SSDs, but it wouldnt matter if it was the same one or not.
>>
>>999557
instead of a cloth sim, bind the braid to a joint chain and run a dynamic simulation on that.
>>
File: TMNT-Thumb.png (82 KB, 300x168)
82 KB
82 KB PNG
This isn't a 3D modeling question but more of an art and archive question for tutorials
I'm struggling to find a privated art video that was released twice, once with bad audio and a 2nd time with fixed audio
The Art of Blending 2D with 3D in 'Tales of TMNT'
https://www.youtube.com/watch?v=HNDje1kO_kA
The Art of Blending 2D with 3D in 'Tales of TMNT'
https://www.youtube.com/watch?v=hqJ5lJKdvY8
Pic related was the thumbnale
Does anybody have it, and if not, are there any torrenting sites where the likelihood of finding the vid would work? I tried Wayback and some alternatives but they failed at saving the vid
>>
I need to upscale a video file for my game from very small to full HD. Vinci supersample is showing extremely marginal improvements in all their tutorial videos for it and its behind a paywall too. I pretty much need to 8x upscale
>>
>>1000503
The current technology can't do that.
And how is that related to 3D?
>>
>>1000540
My game is 3d, this is running in a video texture. Surely you dont imply that texturing is not /3/ ?!
>>
>>1000503
if you haven't updated to resolve 19, they did update the scaling including nvidia options
other commercial option is the topaz video stuff
then there's:
https://openmodeldb.info/?t=video-frame
>>
>>1000546
i am on resolve 19. Super scaling is locked behind a big paywall. Topaz is behind an even bigger paywall. These are dark times.
>>
>>1000547
there are ladders for both paywalls if you know where to look. the topaz stuff you have to be careful with, resolve is taken care of by the most trusted group in the audio scene.
>>
>>1000548
>wall
>ladder
clever, anon. However, I have way too much at stake to install any medicine on this machine
>>
Not a question and I haven't been on this board in months. I just wanted to say that I hate retopology with all my heart. That is all.
>>
>>1000552
fair enough, have a look at the open models stuff.
i think the animefags primarily use that stuff.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.