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Welcome to /3/ - 3DCG, 4chan's board dedicated to 3D imagery and modeling.

If you're reading this, you probably got this linked to you because you posted a question that has already been asked many many times. Read ahead, and find your answer.

Scroll down for a useful FAQ and resource links
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Click here to open this thread.

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>makes a video tutorial
>has a facecam in it
when did video tutorials become so cringey?
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Baseless arguments and supposition. Maybe post a thread with an objectively shit video and several comparative examples if you're going to make them.
when he started getting popular and it stopped beinga bout money and its more about him now
Hillo, dees iz raj speekink. Wellcum in blendor tutoorial
For some reason I find block modeling way more cool than sculpting.
Maybe because it's more technically demanding, that is, it requires more skill?

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>Just earlier this month NVIDIA announced their funding of the Blender Foundation at the flagship "patron" level and now AMD has followed them in backing this foundation for assisting the development of this leading 3D creation software.

>AMD now joins NVIDIA and Epic Games at the patron level, which means contributing at least €120k per year to the foundation.

>The Blender Foundation shared that the money will be used for general development as well as for supporting their migration to supporting Vulkan and supporting other AMD technologies.

AutoFags on suicide watch!!!!
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How did he do it lads?
Says no rotoscoping and no motion capture.

Keyframe animation. Lying?
How can I learn this power?

Looks like degenerate garbage

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What do you think?
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Totally agree, anon.
I Gave it a go and tried my best to match it, I think it looks fairly better now.

hey anon, there are plentyful of reason to sculpt the character's expression. One of them being cited in the post above mine.
I'm doing it to improve my observation and interpretation skills. Stylized characters are often tricky to translate to 3D since their concepts aren't always presented with perfect perspective and things like that.
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Nice, looks good/matches your concept.
Good luck on the rest of the sculpt my man. Also how long does it take to finish the mesh part of sculpting a figure? I want to survey how long it should take so I don't spend too long or vice versa.
Im curious, did you model brows as planes, and used an anatomically correct eye and then painted them with the materials? Anyways, thanks for the idea!
ear doesn't have a cut-in
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not bad :D but what about benis :DDDD

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>Post something you did today.

I started to try Blender back in 2015 but then I dropped. Since the last version 2.80 came and a job possibility for me I need to become good at 3D.

Since one week I am in beast mode so far, I just wanted to share and to see your stuff too.

Let's discuss nicely about our meshes and textures...

>Doing some plants for my Archiviz, notice the ground inside of the pot, is not flat, I've done in with a displacement Map + geometry matching. We don't go cheap here...

>Blender Cycles 50 Frames + Blender Denoiser
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Wow, more and more details, the skin texture it's very good, I suppose tha you are sculpting them with a mask/image texture/alpha.

>Send pls if you have some free skin mask/textures.
>Continue to post, I really want to see the end of it!!
How do you add that bumpy texture on the cheeks? Is that some kind of a special brush or you just sculpt it with a regular, but very small brush?
Not him, but you can use alpha maps to create bumps like this.
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I'm currently trying to model a Balmoral house from Morrowind, what do you guys think so far?
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won't do an explanation video
basically it starts with the stem and adds 1-3 branches repeatedly (about 4-5 times) - making them shorter along the way. Vertices and edges. then this thing gets a subdivision modifier, a skin modifier and another subdivision modifier added.
For the final branches and leaves it adds a new Object with more edges, another skin modifier and a hair-particle system in object mode with a lowpoly handmade leaf mesh.
Materials are hand made and procedural. Leaf-aging is basically just a slider, but the whole thing isn't well integrated into blender like many plugins I've seen

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looks like orange juice with whip cream
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How do I line up my wonky cup handle without changing the Y value for every single vertex individually?
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send help
Only if you increase sample count
Will this guy be known only by the donuts he made? That is one shit career, man.

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What is your opinion on each of the top 3D modeling software packages?
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cuck software
Who gives a shit? 95% of the heavy duty work is done by men anyways...
Is Modo really that bad these days?
Modo is a solid modeller, but not much else. I wouldn't say it's bad, but it hasn't fulfilled its full potential and is kinds moving very slowly forwards.
Even the audience of this talk is mostly men lmao

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Texturing in Substance Painter vs Texturing in Photoshop.

> Pros and cons.
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That's pretty much every card. I have a 1070 and cant do 4k after a few groups in each texture set. I had to change my workflow and use multiple 2k textures instead to preview at true res.
Paint buffer in Mari is definitely awesome for working on 4k and larger textures. Substance painter chokes in general at complexity, where as Mari shines. You will find lots to love about Mari, but will probably miss some things from Substance.
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Substance plugin for Mari WHEN?
"your studio" is your basement.
>Substance painter chokes in general at complexity

What are you deeming complexity? I've worked on projects with 18 4K UDIMs in Substance just fine. Eats a lot of RAM, but that's about it.

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Just opened this program for the first time in months and it sent me into a nuclear rage, again.

It's been 20 years, why wont pixologic just sort out the UI?
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> caved and got zbrush, got FlippedNormals payed tutorial

Giving two sweeds ur address.
no program ui is so difficult to learn that a below average person couldn't learn it in a week or two.
maybe you're just dumb?
>Scrap the 2.5D shit. Stop with the "tools" and "subtools". Stop tiling shit under a thousand drop down lists. Make it function like any other sensibly designed program.

And yet, those "sensibly designed" programs don't have 1% of the market share ZBrush has, so clearly playing UI wankery instead of adding real function doesn't actually help.
>Like sometimes it just comes straight in with GoZ, sometimes I have to "grow" it or whatever before I can use it

Because you need a base polymesh for it to override and instantly appear, if you subtools are empty you need to manually drag it out.
It's old, anon. Of course it'll have a huge following of boomers who refuses to learn new things.

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I need help understanding how to use other peoples' photos in a videogame I am making. I am using all of my own images for textures except there are some animals that it is very hard to get pictures of myself, so I want to use other peoples' pictures. In particular, this picture of a boar https://commons.wikimedia.org/wiki/File:Locha(js).jpg seems to imply I can use this in my works (which I do plan on selling) as long as I abide by these rules:

This file is licensed under the Creative Commons Attribution-Share Alike 4.0 International, 3.0 Unported, 2.5 Generic, 2.0 Generic and 1.0 Generic license.
You are free:
to share – to copy, distribute and transmit the work
to remix – to adapt the work
Under the following conditions:
attribution – You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
share alike – If you remix, transform, or build upon the material, you must distribute your contributions under the same or compatible license as the original.

So if I incorporate a link to the wikipedia file in a "credits" kind of document or disclaimer, is that sufficient?

This is hard for me to interpret, and I don't feel like an idiot for wanting a human being to tell me how I can do this for my particular scenario, but feel free to give me your advice. Thanks!
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>how to use other peoples' photos in a videogame I am making
Any asshole finds that out, you´re toast, the project is toast, the team is toasted, the publisher is roasted and you game making career will be ready to eat.
Alter beyond recognition, paint your own, buy a fucking camera and take the damn pic yourself but DON´T USE OTHER PEOPLE´S WORK.
They´ll just strangle you out of every dime for it.
Creative Commons is the one you want. It's a do-whatever-you-want license.

Do NOT take something off a random website without clear license indication, copyright is in cases applied retroactively even if they didn't specify it at publish time.

And Especially do NOT pick something off a stock images website that does not use a license like cc0. This cannot be repeated enough times. Especially so for a commercial product.
Stock images and fonts websites don't make their money off selling pics, they make it their business to find those who violate their terms and sue the fuck out of them. They count on you stealing the images and actively look out for someone who used it.

If you're gonna use one anyways cause no Choice, either pay for it or modify it beyond reasonable doubt.
>share alike – If you remix, transform, or build upon the material, you must distribute your contributions under the same or compatible license as the original.
IANAL, but this may mean you have to distribute your game under that or a compatible license. I'd stay clear of that asset, or seek legal advice.
Just plug it into an AI thing like gigapixel.

They can't claim it then.
What if I made textures from the fur on that pig for my product and sold it? What would happen?

I hate to make a thread for one measly question but I need to an answer.

I’m trying to weight paint in 3DS Max but for some reason my vertices don’t stick with the abs. Effect that I assign them. Example, a vertice has a weight of 1.0. I change it to .5. It reverts to 1.0 soon as I click off. Not sure why and I’m kind of desperate, I don’t want to unlearn this program for a minor issue like this.
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>the pic related
Also I notice that the transform type in in your image says 100 million. Do make sure your scene scale isn't set to something insane as this will cause many problems.
I´ll say.
Not everytime, but sometimes the mirror option on the skin deformer totally and utterly fucks up the entire weight painting - and them i have to do both sides by hand, praying that the mesh won´t go any wronger during animation (which often does)
If you already painted weights load the save file or open the autobackup before it messed up and head to utilities tab and hit 'more' and select 'Skin Utilities'.
That way you can save your weightpaint to a mesh you can use to re-transfer them back to new geometry once it's been changed/fixed.

This is surp little known and I frequently come across artists who throw away their work thinking they have to start over from scratch when they need to change a weighted mesh.
Thanks for your help. I just tried all this and it unfortunately didn't fix my problem though. I noticed that my hips bone is in exactly 100% the same position as my spine_0 bone, and mirroring it reflects the hips bone's weights to the spine_0 bone and vice versa, which is why they look offset. Also that's why the third / lowest spinal bone down in my pic of my model is green instead of red, unlike the other two red spine bones (which were mirrored properly). Also the l_leg_thigh_muscle bone and l_leg_femur_twist_1 bone are 99% on top of eachother, and upon mirroring, their weights seem to be getting combined together onto r_leg_femur_twist_1, while r_leg_thigh_muscle is getting no weights.
I don't think I can change the skeleton in any permanent way because it is imported from a game character and meant to always be exported the same.
Would there be any way to fix the spine part of this at least by disassembling the model and using skin wrap on separate parts of it, or something? Could I like mirror it as it is now, cut the model in half, rename the hips bone to the spine bone on the new side, then get a new model that's still intact and skin wrap it to both sides? I can combine objects wrapped to multiple different skeletons into one skeleton by exporting both into the game as different submeshes of character model and then re-importing again. If I remove the hips bone or the spine_0 bone before mirroring, the other bone still wont mirror onto itself, it will just not mirror any weights at all

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Studio Khara Edition
Previous thread: >>700590
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>he was in my face, man
>I'm in your face.
RIP Zwrap
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How do i set it to default and what do you mean by applying transformations?
nvm just tried it now and figured it out. Thank you, friend!!

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I wanna get into sculpting. Are these tutorials any good?
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Modeling and animating.
Rigging, animating, lookdev, lighting.
>use the search function
>thread locked
>social media savvy memeware
pretty accurate description of blender
90% of the current state of /3/ software wars is because Autodesk has no social media strategy. If they get their shit together the narrative will be restored to the true state of things.

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>blender can't produce professional results
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>Model > Upres/Sculpt>Retopo
Uhh but the original model would skip the final retopo process.
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>showing off something made in a substance tutorial
I made this thread literally months ago you stupid shit for brains fucking standardlet

Eat my ass little standardlet bitch
Are you me? Your post sounds exactly like shit I've posted here like 3 weeks ago. Fast forward and now I'm working on 2 projects non-stop since breaking that procrastination wall and going beast mode. You have an idea, that's an amazing start, you can literally start googling shit like "sculpting in blender 2.8", find someone who starts from scratch and take notes. Don't follow along tho, you can later, but you should pick like 2-3 brushes and start working with that.
I'm saying all this because
>I'm waaay off being ready
is bullshit. It doesn't matter if it'll take 2 weeks, all you have to do is start working on it. You'll love it, I promise.
lol exactly my thought

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