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Hello I'm starting to learn all things related to 3d production/animation and the whole process and now I have a question (pls help)

Say I want to animate my own futa porn of characters from a certain anime show or something like that, specially one show that was recently released , that means I need the MODELS of the characters to make my own animations with them correct?

How do experienced people go about this, do they each model their own "models" for then to animate or they pay another people to do that? Because making your own (somewhat decently accurate) model seems like... really fucking hard right? Or do people know both how to animate well and also model
6 replies and 1 image omitted. Click here to view.
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>>973188
No i just like normal futa porn like from seasonal anime and love live
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>>>973188
oh. LOL

idk. you said you're new so I'd recommend looking at VRoid studio, which is free and really easy. it exports to VRM, and for animation, id recommend mikumikudance. there's a program somewhere that ports vrms to the mmd supported model in the click of a button. mmd isn't as easy as vroid studio, so I'd be sure to watch some youtube videos on it first. but vroid studio is what you want
>>
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>>973045
Well, it's like everything else, it depends on your budget and the time you're willing to dedicate. There are people who do everything, but that's extremely difficult and requires a lot of effort.

The alternative is to pay for someone to create the models you need, to rig them, and then you take care of the animation.

You can request special rigs for different muscles in various parts.

Once you have the rigged models, you can start animating. And specialize in animation if that's where you want the detail.
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>>973045
I was reading that whole thing in that amanda bitch's voice.

But anyway, you can probably find some models you're looking for for free on Smutbase. If not you can maybe learn to make your own (or pay someone... preferrably me). Yeah it'll take longer but it's a neat skill to learn n stuff.
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>>973045
>How do experienced people go about this, do they each mode-
No. they rip & edit/kitbash or pay someone else to rip & edit/kitbash 99.9% of the time
Only 1% of those who don't do what I stated make models that are actually impressive, but that depends on your standards. And those types aren't up for hire often if at all I'd imagine. Plus you probably wouldn't be able to afford them anyway. Shit takes (relatively) forever, so your pockets & faith would have to be pretty deep

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This is a thread dedicated to your experience, problems, goals, and achievements in the NSFW Blender Sphere.

For me, I started learning Blender and making NSFW content almost 2 weeks ago and I'm having a lot of fun with it.
I already have 2 major fans that I have contact with outside of twitter, 1 minor trying to request furry porn, talked to some big league players, got almost 50 followers (including bots of course), random people posting my shit on boorus and I'm currently working on my 8th art piece which I'll post tomorrow.

This is a nice hobby for me and I love how I learn more every time I use it. I'm even thinking about going to university to study animation and illustration, which isn't that far away.

How is it going for you?
416 replies and 67 images omitted. Click here to view.
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>>977755
and now it seems you need to make the characters express consent even if they're fictional lol
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>>976475
maybe a mask modifier where you accidentally added vertices into a verix group you didn't mean to?
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>>977619
I'm doing the render in ue5.
Rather than just using one software, I'd like to get the best from each one.
I need the "crazy shit".
So body deformation done in maya/houdini, does that simply export as an fbx?
>>
>>978044
The botnet just gave me a video about it in the recommendation list.
So alembic is the common filetype to use between multiple softwares.
I understand the workflow now, with the pros and cons.
>>
>>975920
>the alive course ramps up difficulty pretty steeply, it really needs another intermediary step before the squirrel but it's decent
I actually think the course is mildly out of order. I think you should go from the bouncing ball(s), to the robot, then back to the squirrel. The robot actually has relatively simple movement, and a lot of the animation is just making the other parts follow the main body control in a kind of automatic, "robotic" fashion. It's effectively just a really heavy bouncing ball. The squirrel animation has a lot of squash and stretch from various independent moving parts, and it's hard to know what to exaggerate on the squirrel when you're doing it for the first time. Of all of the chapters, the squirrel was the hardest one for me to do. I think by the last section of that chapter I was just fucking tired of working on the squirrel. Great courses, though. If can support the creator and/or get them on sale, I'd really recommend it. If you use it in conjunction with The Animators Survival Toolkit book, you'll learn a ton. You gotta actually practice though, that's the most important part. Don't spend a crazy amount of time on the practice and add a bunch of bells and whistles, but you do have to practice.

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What the fuck am I looking at.
>Looking to import materials from old UE3 game to Blender, export with Umodel.
>Find Decals.
>They have no Alpha or Tool Textures.
What the fuck?
>Open up the game's Map Editor (It's just a modded version of UE3).
>See this.
ITS JUST PLUGGED INTO EMISSIVE?!

I have not a fucking clue what cursed magic they used to create this decal with only emission. Where the hell do I even start in trying to convert this?

I could create an alpha for it easily but I'd have to do that 60+ times because other materials use this same method.

I feel like someone is gonna say a combination of like 20 words and then I'll feel really stupid.
>>
use an add node to combine a transparent node with an emission node
use the decal as the emission's color
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>>974072
You are looking at a cube

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Are there any [good] free 3d character creators? I don't like make human.
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>>974062
I am making one, it's a bbw character generator based on the diversity of big bodies, it's completely not anime focus since anime is chauvinistic and misogynist. It's in the early stages of development but I think that would be an standard for the western industry
>>
>>974067
>asks question about 3d software
>bait/meme response having nothing to do with the post or the poster
???????
>>
here >>968906
morphs are spoon fed you on filesharing blogs and exporting to can be done with diffeomorphic.
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>>974081
>bait/meme response having nothing to do with the post or the poster
Wtf are you talking about schizo?
Op asked for a character generator and I replied that I am making one, that you don't like that I'm focusing on heavier bodies does not mean it's a meme.

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I just need an AI program that is either free or cheap so I can get more original images for a project I'm making for a friend (im making fucking yugioh cards based off her favorite book series)
Anyone that can point me in the right direction would be given one free handie.
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>>973922
She ain't gonna fuck you buddy
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>>973927
(the friend is me.)
>>
Cris, you may be a little too old to play with Yugioh and Pokemen cards.
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>>973922
Crayon something, everything looks like shit but it's free
Either way, good luck trying to get some pussy!
>>973948
He's not Cris, because Cris is a master prompter.

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I think /3/ could use a general thread similar to the /alt/ stylized art thread on /ic/. It would be a good idea to have a place to discuss "soul" aka retro graphics without creating needless new threads everytime.
Both Eastern and Western stylization are welcome.

Examples of topics to discuss:
>anime models and shaders
>toon shaders in general
>PS1 graphics
>3D pixel art (both low poly models with pixelated textures and 2D sprites in 3D environments)
>voxel art
>3D that looks like paintings (ex: Arcane)

>Rules & Guidelines
(1) Any form of stylization is welcome; so submit and receive feedback from others. (2) Please resize your images before posting. (3) Share your knowledge and (4) Remember to not be afraid of asking for critique. Most importantly, keep discussion at a civil level.
5 replies omitted. Click here to view.
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>>973878
>>973873
you're mentally ill
this is my first hread
>>
>>973887
UR CRIS
>>
>>973887
I know that I am mentally ill, but that doesn't give you the right to post this thread
>>
>>973894
Yes I am Cris, and?
What's your point?
>>
>>973901
My point is stop spamming. You want attention but you also drive people away from the board because you're insane and normal people instinctively (and correctly) don't want to hang around insane people.
You need to learn to be more discrete, Cris.
Also, low-poly is not any easier to do than high-poly and you suck at both even after 10 years and it certainly could be time to find another hobby, Cris.

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In this general we talk about non realistic rendering techniques.

This one uses low poly + flat colors, easy and cheap.
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>>973808
This looks so nice, it's a dittering shader no?
>>
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>>973811
So, for instance, you think it looks better when I zoom out and we can't see the pixels anymore?

>>973831
Thanks, yeah I used a simple dithering shader on top of the textures, this german explains it :
https://youtu.be/sHwd_TU47dg?si=AWRTkyBge-ITP3Tj
But then i modified it so it looks square and not round
>>
>>973868
>So, for instance, you think it looks better when I zoom out and we can't see the pixels anymore?
More or less, yeah. the smaller pixels reduce some of the issues. But it's still too grainy for my liking. And not like a pleasant kind of grain. Some grains are fine. Like the grain of a paper or canvas. But this jaggy dithered aliased pixel grain is not fine, in my humble opinion.

If you want to be make your work look cute and coquette, then why not find a proper hatching shader instead? I don't know, something like this: https://www.youtube.com/watch?app=desktop&v=2ZR5XIjBmho
(Just grabbing the first thing off google) That looks pretty good. Maybe you want to shop around to see which one suits you. But some artistic looking hatching will make it looks like she's in a fairy tale.
>>
>>973896
I don't know I like that style on the croquette render, but maybe he can try if your idea looks good
>>
>>973868
Don't do this>>973896
, your art direction is good. One thing, you should make the wallpaper bigger, the small pattern is hard to the eyes

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What happened to shrapnelsoup? He used to post here years ago. Also went by the names: walou, waloumi, matthiasveratoro.
22 replies and 8 images omitted. Click here to view.
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>>973861
Nevermind this bitter fag, I think I'm starting to recognize him. The same underage guy that gets triggered by the slightest shit. His tendencies to quickly use cuss words proves how childish this guy is IRL.
>>
>>973867
I agree. Don't get me wrong - swearing, being aggressive and saying disgusting shit to scare off the normies is one thing (I do it too) but when you're being aggressive for no fucking reason it's just dumb and childish.
>>
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>>973867
>>973872
>Microsoft lays off 1,900 Activision Blizzard and Xbox employees
He can't compete with India, sorry not sorry
>>
>>973861
>>973867
>>973872
>>973874
samefag
>>
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>>973877
>he is here
you should to learn bricklaying before summer or Pablo will get that too.

I wanna get the dated, early 3DSMax aesthetic working in Blender. Are there any renderers or rendering tricks to get this look?
3 replies omitted. Click here to view.
>>
>>970038
This. Use the real software and face all the limitations artists had to deal with. Everytime someone attemps old-school SOVL with modern software it looks tacky. Look at the numerous PS1 styled horror games that look abysmal. Forced SOVL sucks.
>>
>>970424

>>969061
>>
If you even have to ask, chances are you'll never figure it out zoomie
>>
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learn 2 texture
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>>969981
You can use old versions of blender, sovl comes from limitations of the software, so, use blender and dont forget to save before closing, blender didn't had that until later versions

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Hi, I recently modeled an object on Blender... As you may have noticed, I modeled from a plane and not a cube, and I end up with a torso that's completely empty on the inside, hollow... Do you know how to fill it completely?
>>
>>973681
If you want nice topology, make the cuts and connect what you need to.
If you want it done quick, select all, press f, and enjoy your n-gons
>>
>>973704
connect ? You mean ctrl + J ?
>>
>>973681
Meshes are always hollow.
When they don't have holes, it's called being manifold. That meaning that for any point, you can definitely say whether it's inside or outside the mesh.
>>
>>973681
Welcome to cgi.
I remember being surprised that 3d models are just surfaces when I was about 7.
You could either look into voxels or just accept what it is.
>>
>>973822
Even voxels are usually converted into hollow meshes before rendering

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Why is everyone in here talking about animating characters or modeling people for Disney, isn't the 3D field super big or something that you can work for commercials or shit like that as well, idk what else can you do that isn't video game related or animating the frozen movie
>>
I mean for other industries, something more lucrative and boring work maybe?
>>
im 26 and just started learning so I can get a job btw I don't care about much else
>>
>>973739
What the fuck are you talking about?
>Why is everyone in here talking about animating characters or modeling people for Disney?
Give me 5 posts even mentioning Disney.
Better yet, give me fucking 1.
You've been here 3 mins and you suddenly think you know how things are here? Fuck off tourist. Go back to r*ddit.
>>
>>973739
Sorry op, but here nobody talks about Disney style characters and animation. Coomer shit, yes
Anime waifus shit, yes
Blender Vs Maya, yes
Blender Vs Zbrush, yes
Disney? Maybe the fucking voices in your head

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How do you sort and keep track of your models? I have hundreds of kitbash packs, ripped cgs, models, textures in various formats. how do I organize this shit properly without having to open each individual .fbx or obj? is there some kind of browser to preview 3d file types?
2 replies omitted. Click here to view.
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>>972233
I deleted every work I finish,I don't keep many material things or digital things.
>>
>>972233
You put them in folders? You don't just have everything in one big folder, right? Even worse, do you just have all these things scattered across your computer?
>>
>>972292
Yes I have them scattered on my computor
>>
if you use blender try looking into using the asset browser. at least then even if all your files are in one big folder you can view them easier inside the program
>>
For my own models, I just keep them in a folder named after the project or client.
For assets I keep in a folder with the name of the asset and a note about attribution/liscencing.
I generally just use assets for composing my work before modelling so I don't bothering modelling things you won't see so attribution never ends up being required. Nothing wrong with using assets though, depending on your line of work.

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Zbrush feels really outdated now, but the other options (blender, 3dcoat) seem worse. Maybe its just because my ass is 2 years behind on zbrush updates (last pixologic) and its actually become good in that time period?
16 replies omitted. Click here to view.
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>>970308
why are there no resources for 3d coat?
>>
Nomadlet here, I did this laying in bed haha
>>
>>970308
Ok fag you rather sculpt on a ipad like this faggot >>973658 ???
Lmao pablo is 30 years behind on his sculpting app despite copying code from blender kek.
>>
>>973664
Pyw tough guy
>>
>>970308
The UI is a retard test. If you're easily overwhelmed by buttons and immediately feel defeated then you wont make it regardless.

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>Job
Umm... are you not supposed to work freelance/having clients instead of wageslaving for breadcrumbs in a studio? lol. All the people I know who do Motion Graphics work that way.
>>
ok
>>
>>973435
who do you know?
>>
>>973435
what are your rates
>>
>>973508
Not op but 37 an hour
>>
>>973663
Do you have a page I can look at?

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So, I had previously restored Blender 2.49 to run on Debian 12. Here's the patch if you want it:
https://sourceforge.net/projects/snes9l/files/blender-2.49b-debian12.diff/download
And that's great but I was wondering where Yafray went because back in the day I remember some of the Yafray stuff being quite impressive.
In the UI code the button to switch to Yafray had been removed, but it was present until 2.48, so I back-ported it and I was able to make it work as a plug-in renderer again.
So, what would you like to see? I have no idea what features are broken though because this was the end of the line for Yafray... for whatever reason.
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I was about to program this myself:
https://github.com/andrewwillmott/sun-sky
It generates parametric HDRi which should be usable by any renderer.

I'm still missing the Atmosphere part of this ouside of the internal renderer:
https://docs.blender.org/manual/en/2.79/render/blender_render/lighting/lamps/sun/sky_atmosphere.html
That's the idea but that manual page is misleading. According to the paper, the effect of the dry atmosphere is not just a blueing of stuff into the distance.

>>973259
I don't know. Do you have the [REAL] [NOVIRUS] version of the crack for 3DSMAX for Linux?
>>
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This is almost the workflow I was looking for.
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>>973260
>Blender 2.49
>Linux

Wow, now I feel bad for making fun of a retarded special needs kid. My bad bro
>>
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In here >>973215 I think I had the sky sideways. This is what I think the model is supposed to look like.

But now I'm very intrigued by the spectral rendering of PBRT v4 because it should solve the hue change in multiple reflected rays, the dry atmosphere and this >>973220 at once.

It's going to take some work to make up a decent export plugin for it but fortunately I have some old code I've written for PBRT v3. I'll see if I can adapt it or something.
>>
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Some progress on my own renderer. I've added an approximate way to deal with the sun disk. The problem is that it's a 2 degrees radius circle that carries about half of the energy of the whole sky.
My goal is to eventually have a button that says: "Render this model as if I brought it outside today" with as little other input as possible.


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