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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.

After learning the base fundamentals of a program, do you think the best way for beginners to improve is character creation/modeling, or object/landscape creation?
one requires anatomy knowledge and sculpting, the other requires none of that. Apples and oranges.
whichever holds your interest for more than an afternoon. the key to improving at anything is applying consistent thoughtful effort to it.
i fucking hate disney
Why do you anon

It just works :-)
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Looks like the shitty kind of NPR
and muted
you are not allowed to grunt at blender if you use sfm.

Also you are not allowed to grunt at blender, when it can do all your paid software can do
>What are hobbyists

It's all 4 clicks away unless a certain *Arrrgh*Website*Arrrgh* is banned in their cunt

Where to find a reference for good topology on vagina/ass like pic related?

Is 3d people to ashamed to make guides on those?

Also i guess just topology thread
This will be the only case where I think AI taking over the particular job is fine

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I can tell there are lots of software arguments here, but what about hardware?
I could do a little bit of sketchup and sculptris on my shitty former laptop, but source filmmaker and blender struggled.
What kind of computer are you running your program of choice on? RAM, cpu, gpu, etc
I'm looking at 16gb RAM, is that enough to do 3D animation?
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The moar cores and RAM the better. 16GB will serve you well.

gtx 1070 8gb ram very important for substance
32gb ram. Speeds and timings don't matter on ram as you are talking mileseconds.
M.2 main drive and a 1tb sata ssd for a project folder

I don't see any reason to upgrade until PCIE 4 DDR 5 and GDDR 6
not gonna lie, Im not a big fan of m.2 after finding out that it usually takes out two sata lines on most mobos. I would rather have 6 ssd's than 4.
I currently use two ThinkStation P520 workstations, one for 3D and CAD, one for compositing/editing and other work. Both have 64 GB and a P6000, the later accounting for half of the total cost.
On the go I use a ThinkPad X1.

Only recommended if you have some extra money to burn.
Nvidia or AMD?

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/3/ has an entitlement problem. Couldn't handle the criticisms and critique of your whiny babby syndrome, so you up and cried to the janny. Here's a thought, maybe if you actually dedicated more than fifteen minutes per day towards creating and optimizing your workflow you would become something better than a pajeet tier blendlet. Imagine if you actually took control of your life and tried to consistently turn over models and assets, asking for specific help for specific problems, showcasing your drive and seriousness to become something more than the faggot zoomers you currently are.

You don't deserve the privilege of posting here, you deserve to be shot and kicked into a ditch.
Obsessed and projecting.

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ITT: just post the last thing you made, no matter how good or bad it is.
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started making a trimsheet normal map and mapped it to parts of my mesh, very much a wip
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can't think of any... there are all sorts of REALLY weird shaped guitars, many being symmetrical too. Couldn't find one that looks like a Ibanez RG but with symmetry though, so I made it.
this game made awesome use of trim sheets:

Mirrored in the HSV dimension edition

Last bread: >>708276

THIS IS NOT THE THREAD TO ASK FOR HELP. If you need any assistance in your work, visit: >>>/3/questions/

List of free resources (textures, assets, etc.): https://pastebin.com/vU7P8Vmi (embed)

If you’d like to add more links, post them here: >>637415 (Cross-thread)
206 replies and 87 images omitted. Click here to view.
>You're not trying though are you?
I am. I just prefer to get criticism when I'm out of ideas and already replaced all my "placeholders" (really? you think we're that dumb?). Helps a lot to get a look from a different perspective.
I don't have to touch myself every single day, you autistic coomer.
>I just prefer to get criticism when I'm out of ideas and already replaced all my "placeholders"
We're of different minds then. I don't have to be out of ideas to accept input from outside sources. Art isn't created in a vacuum (>inb4 "you call that art?"). Having outside perspectives early on in a work can help shape it in ways that you didn't see (like you said), at a stage that it's not prohibitive to actually implement. That and fixing mistakes and pitfalls before they happen (others might have had the same problems you may end up having in a project). Otherwise you get the "I'll fix that sort of thing the next time I do something like this" that you see often in these threads when people don't feel like taking the time to apply criticism.

>really? you think we're that dumb?
I'd like to say that you might be, but I'd rather not get into an argument about it.
You can see the post before it's just basic modelling work and nothing more. It'd be pretty safe to assume it's a project at a pretty early stage before anything major, someone would have to be pretty stupid to post that like it's a finished piece. I like to make a full composition before I do anything instead of starting on small assets and getting bogged down. You do the same thing when drawing. Get the gesture for the composition, refine the linework, then focusing on the shadows and detail.

All of your initial points were valid, I'm just saying it's not at that stage yet. I'm in between that gesture and refinement stage. It has a long way to go. I'm just posting for early input, and some people here just like to watch the process of seeing projects come together. It's not like many people have actually been using /wip/ anyway anymore.
>I like to make a full composition before I do anything instead of starting on small assets and getting bogged down. You do the same thing when drawing. Get the gesture for the composition, refine the linework, then focusing on the shadows and detail.
Except you can adjust the final composition in seconds while working in a 3D environment. 90% of work consists of making actual models instead of slapping shit on top of each other for 10 minutes, then posting it on a mongolian basket weaving board and arguing for 2 hours more. But you do you. I couldn't even finish your post, it's probably as half assed as your "early work".

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What plugins / scripts have you bought since getting into 3D, and were they worth the cost?
Why buy when you can sail the interweb seas?

For big/expensive stuff peg-legging it is probably pretty common. But it seems like a real bitch move to do that for the cheap ones that're probably made by single indie devs that're barely making ends meet.
Over 25 years of buying plugins for different software on different platforms...will take some time to check my original disks and receipts.

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Someone finally ripped models from the game
Is anyway gonna do anything with them, if it is even possible?
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There's still this i guess?
What's the best place to upload them?
using uuencode.exe lol

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From: https://warosu.org/3/thread/719799
>It's literally in front of you on those captures. That is, if you knew the tiniest bit about proper modeling.

No it is not. There is nothing wrong with those surfaces. The normals are correct, they aren't overlapping, nor concaving (like quads can) etc.

State what your fucking problems are.

>Do yourself a favor and study some more.
No, you stupid _dog_. I am a _LAWYER_, this (3d modeling) is NOT my profession: it is a hobby for my hobby game, In game there are NO problems with the models.

Just because you shit-for-brains WORKERS (slaves) were taught to do topology in one way (quads only, easy retopo), does not mean it has ANY relevance to my models.

There are NOT player models that will be bent and animated, moron.

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Whether a model is made of quads is inconsequential to the retopo process, you fuckwit. Tris/quads/n-gons have an effect on shading however, if you are not careful. Learn some more before opening your mouth again.
>all that "effort" for a game that probably only 6 Brazilians play.
I don't think he also has DID, anon.
Just so you guys know, this is MikeeUSA. He trolls every forum on the internet I've been, he's not actually an attorney, he's been posting this Xonotic mod specifically for over a year now. I'm pretty sure he's been active for over a decade. He does this for hours every day, you can't win, just ignore it and move on.
what makes you think quads are any more real than Ngons?

Am I mistaken in thinking that zbrush's detail projection does more or less the same thing as baking normals? As in, you get the details from the high poly onto the low poly. I don't own zbrush, is this a zbrush specific workflow or is this a necessary step when working in other 3d programs like blender? When would you use one or the other / or both?
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Detail Projection is used for baking normals from sculpts onto retopologized models without retopologizing them.
Detail projection takes two meshes, the main or master mesh that has all the detail that you want (high Poly) and then a sub mesh that will be receiving all the detail, the projection feature takes the sub mesh and tries to match the geometry into that of the master mesh. Meaning it pushes all of the vertices of the sub mesh and tries to match them to the high poly model, it literally moves the geometry to match the sub to the master, as opposed to normal map which simply gives you a texture map, this feature allows you to actually change the mesh, this is useful when you wish to change the topology of a mesh in Zbrush, let's say you started with dynamesh to make the highly but now you need to have better topology, you can take the high poly model, retop it however you like so that it has good topology and inside Zbrush take the highpoly that has all the nice sculpted detail and pass it on to the lowpoly that has been subdivided, from there it can also facilitate generating normal maps in Zbrush as well as other textures. Basically projection in Zbrush is a necessary tool to transfer your sculpted detail to a new mesh with better topology. It typically isn't as important as a feature outside of Zbrush, if you wish to learn to sculpt and then take that into game-ready assets will end up using it.
If I am understanding you correctly, we end up with a cleaner topology version of the high poly mesh. However, this new subdivided mesh still is too dense for animation; thus what exactly is the purpose of this protocol? Why not skip directly to baking normals/ or does this intermediary step result in a better bake?
Because you don't need UV's or texture maps to transfer detail.
>what exactly is the purpose of this protocol?
to give zbrush cowboys a way to quickly put their shitty sculpt in a scene without doing any work

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" 3D Buzz, Inc has closed its doors. Subscription and recurring payments have already been suspended. This page is our final gift to such a wonderful community. Below you will find download links to all of our available material, free of charge. "

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It seems that the servers are overloaded, the downloads are disabled.
There was a torrent on cgpeers but IIRC it got taken down due to some fags pretending to be offended.
The guy is dead sure, but its 200gb the family wont have to pay in bandwidth if its shared as a torrent.
>but which of these do I actually NEED?

Just download them all. An external drive costs less than what you would have paid for all these tutorials.

Previous thread: >>715866
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>it wasn't lewd
oh well then, who cares
>a picture of a guy with his hand literally in his pants
>it wasn't lewd in the slightest
How hard is it to make 3d with a room temp iq?
Reread my post, then understand it with your head out the gutter.
Don't (you) me.
Thanks for that maya config link. I installed it and tried out Blender, and this time I didn't want to kill myself (I last tried 2.73 a long time ago).

I'm just worried that it's going to interfere when I'm watching tuts and the interface + keymaps don't match
get laid degen

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/3/, what do we think of CGMatter and his Blender tutorials? He's been gaining popularity over the past year or so but I've not seen him mentioned on this board.

I find his upbeat, fast-paced style very entertaining to watch, he's a bit of a personality. I've not observed the same from tutorials of other software.

And he makes a lot of cool shit, fully exploiting the vast possibilities available with an integrated and multi-discipline program like Blender. I get the impression that he has a lot of experience with it.

I've been CGMatter, you've been you. Buh-Bye.

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It's a part of his act.
I guess he have tried several tutorial styles and personas, and settled on what people enjoy the most: edgy humour and easy to swallow tuts that gives you a false sense of learning something.

Then he got cocky of the attention, and doesn't know how to separate himself from the persona he created. He goes through the same route most celebrities do, and I bet there will be a breaking point where he loses his girlfriend and his channel goes to shit.
>m*ya lacks the capability to make anything more than hard surface models and animations
But it was possible to make fractals in Maya at least eight years ago, and it's still possible today. https://www.youtube.com/watch?v=64DUL2F4B6c

Also, why do you censor the word "Maya"?
Just admit you are slow
To feed your cynical ego, I'll say that I'm slow but the point still stands

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