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Tell me something optimistic regarding finding a /3/ job. I'm depressed but I suffered the past year to learn /3/ and /ic/, but the future's gloom. Add basic python knowledge and certified IT specialist and I'm jack of all the useless trades, but maste- employable in none.

Also, I'm fearing the fact that model might look "OK", but it's not Okay because there are better ways of making it or even internally it's a mess.
>>
>>674264
>pulling points
traditional 3d modelling is mostly painting by the numbers. You can't be lose because theres no creativity involved. They give you a picture with plan and elevation and say make it. You get to trace the major stuff and you know your proportions are right. That's the good shit man. No design, no pitches, no talking. Just good old modeling autism adding little details for days.
>zbrush
completely opposite, zbrush is great because its lots of creativity and even if your shit at drawing you can still sculpt a good sculpt by following the recipe. Its harder because lots of work doesn't make it in or gets rejected right away, but if you balance it out with regular 3d modelling you'll feel at peace.
>>
>>674282
At this point I'm fine with either, I just want to focus on one or few skills that'll give me a job and will be at least partially enjoyable. Every /3/ job locally (a relatively huge city in EU) is either making visualizations for construction and interior, or "marketing agencies" that are part of awful corporations and look for "computer artists" (usually meaning more or less unspecified 3D software, EVERYTHING Adobe, trad. arts, and making concept stuff and all that - 1 person).


Despite that, I'd like to utilize my /g/ skills and some creativity too. I spent too much time learning computers to become a schizo for one of these agencies that'll fire me and hire Russians in a year.

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Last thread: >>665682
Chacter creator 3 help (https://forum.reallusion.com/Character-Creator/General) (https://www.youtube.com/user/Reallusion)
resource pack (https://mega.nz/#!OpE0XYKK!7wq_eI8OK1Xdvu6KHlUNu5FR7SUihrMHbNMcbia-QCA)

Vroid and the blender vrm importer https://studio.vroid.com/download.html https://github.com/iCyP/VRM_IMPORTER_for_Blender2_79

https://archive.org/details/NSidedQUIDAM3Studio3.52011Multilenguaje (QUIDAM)

Hair creation:https://mega.nz/#F!uywlSQqS!GzZTEOGcRhiEr8Ve5hwsfQ

Pose tools for reference https://play.google.com/store/apps/details?id=com.agascreative.elposer3d https://play.google.com/store/apps/details?id=com.madcat.easyposer

Install Manager Package Maker (https://www.sharecg.com/v/88851/browse/10/Software-and-Tools/Install-Manager-Package-Maker)
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>>676294
Go through Daz site for everything, download everything free that's available to you from the install manager with a dummy account and a vpn then you block Daz from the internet and start pirating your content by simply dragging and dropping stuff you download into the Daz library.
>>
So THIS is page 7 with a thread full of piratefags.
>>
>>676294
use the launcher, you will not have any issues and removing individual stuff will be a total bitch if you don't
>>
HAHAHAHAHAHAHAHAHA!!!!!
People paid money for olivia mun!
https://www.forender.com/market/exraclones/product/1745-OMG-for-V4.html?auid=1579
>>
>>675249
>15 minutes of work is a long time just to get off.
Filthy casuals.

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anyone's got any leads to replicating shaders from other media? i'm specifically wanting to replicate shaders from ffxv or dissidia nt into ue4,any leads? i'm pretty fucking clueless here, i figured my best bet would be looking at colorless surfaces and trying to replicate it,or even downloading model rips and trying to make it look on par,i accept any suggestion or idea
>>
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https://www.youtube.com/watch?v=ZuF_-aAZmNk
There are a bunch of talks on FFXV. Sadly we'll probably never get the Luminous dev tools but it looks to be standard PBR + some subsuface witchcraft for skin and normal map wrinkles.
No idea what engine KT uses.
>>
>>674098
>some subsuface witchcraft
Nothing of this is very sophisticated or complex
>>
>>674099
enlighten us then
>>
>>674162
What the fuck do you want to know? Pick up books and courses about shader development.

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PLEASE IGNORE LOW-QUALITY AND BAIT POSTS.
>posts that are directed to the artist and not the work ("stop posting", "stop spamming", "you're shit", etc.)
>posts that do not elaborate (stopping at "it's ugly", "disgusting" without actually saying WHY)
>posts written intentionally to incite responses (nonsensically incorrect posts, anything that makes you irrationally upset)
We can't stop the posters, but we can discourage them by simply not acknowledging them.

we broke the streak edition

previous: >>670679

Reminder!
This thread is for comments & critique on whatever project you’re working on / have completed.

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


Comment too long. Click here to view the full text.
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>>
I tried to animate a dick in a pussy in blender and I could not for the life of me figure out how to properly do spreading/push pull of the lips. Does anyone know how to do that? I tried softbody physics, cloth sim, jiggle bones, none came out with even a hint of realism. Can anyone share the workflow if you know it?
>>
>>674155
have you tried going to church and praying to god about it
>>
>>674157
I pray everyday, but not for that stuff
>>
Sorry for the delay.

>>674186
>>674186
>>674186
>>
>>674155
Shapekeys.

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last thread hit the bump limit >>664179
show us what your'e working on
post questions here
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>>
>2019
>still can't move the origin of an object without transforming its children
this is bothering me more than it should
>>
>>674036
I found the whole blender animation toolkit from cgcookie in vk videos, look in the channel 65867217. I have heard it goes into detail about animation in blender and starts from very basic to very complex stuff. Good if you want to spend time to learn seriously.
There is also "DVD training 3: learn character animation using blender" by william reynish, available in youtube. It can teach you very basic stuff from a person who knows how to animate, but I feel the guy is all over the place explaining stuff and the production value is terrible.
>>
>>674126
I can't find that channel on VK videos, though I assume I'm not doing something correct when inputting the URL.

However I recently found out that the "missing" videos are actually quizzes which you need a paid account to use. I'll take a look at William Reynish's tutorials.
>>
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>>674137
Here, try this: https://pastebin.com/FX6Yt43G
There are a TON of tutorial and training videos in the main channel too.
>>
https://www.youtube.com/watch?v=S2sTZRn296s

I don't see why he bothered having a design sketch contest if he just changes it to a generic top and pants.

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Thank you /3/ for the textures. I'm getting the hang to it now.
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>>673467
Are you using the compact material editor? If not, it'll be simpler using that.

Then on your material there's a maps tab, bump should be there, just throw in the texture and adjust the number how you want (30 is fine)

On mobile so couldn't send you a screenshot or anything. I recommend arimus3d on youtube
>>
>>673406
So many cabinets! For all those teapots I see. And such large doors for the large pots, you always think of everything! And the depth of the counter space! I thought it was small at first but hey, you're getting the hang to it now!
>>
>>673406
how did you make that teapot
>>
>>673563
it's the Utah teapot
it comes as a premade 'platonic' body in 3DS Max since V1
>>
>>673610
that was indeed my joke

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Guys you have to help me please. The limitations of my knowledge are like a massive ball shackle on my heels. I have a series of questions the answers to which might help me out tremendously. In the past I spent countless hours doing frustrating and stupid methods to achieve things that, had I known the proper workflow, would have been a 5 minute job in Blender. So I come to you instead of grinding on like an autist.

1. How do I make it so that I can actually put the UV's of all objects on the same file for eventual exporting? Right now Blender is treating all of the separate 'objects' (what are they even called? The things that represent several different 'parts' of the whole model in the upper right hierarchy) as if they required a unique separate UV. However in order to save performance and memory I figured it would be best to use a single Material in unity, and thus I want to export all of the UV's in one go. How do I actually set this up?

2. How do I export my UV's in a very high resolution? Right now (check following pic for example) my UV's are so packed and low res that I cannot possibly properly hand-paint them. But I see no option to export in 2048 or perhaps even 4096. Standard seems to be 1024 and that's it?

3. Is there actually an easier way to do this? I tried a pirate substance painter version ages ago and had an incredibly difficult time getting into it, but back then my research indicated that this is the go-to package for handpainting models. I mean there has to be some application that allows me to paint 'in real time' ?

4. How are normal maps actually made? In the past I kind of got away with creating a height map in crazybump or materialize based on the greyscale painted texture (diffuse I think it's called), and then working out a normal map based on that, with a little bit of photoshop editing afterwards to smooth parts out. Is there an easier way?

Thanks in advance boyos, I love you all. Sorry to spam your board so much.
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>>
Thread started out good with surprisingly helpful answers that I don't expect from this board. I have no idea what this shit devolved into. All that I can imagine is OP is 14 and is in over his head.
>>
>>673963
>All that I can imagine is OP is 14 and is in over his head.

one of those is correct.
>>
>>673976
You don't think you're in over your head?
>>
>>674001

I absolutely am. But I'm certainly not 14.
>>
>>674065
Whatever you say, 13 year old.

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Uncertainty regarding working in the game industry, is it worth it?

Currently I'm a 3D artist working in the marketing/advertising industry and while the work is totally underwhelming and average, the job stability is solid.

It seems like even the larger game studios are vulnerable to large layoffs or even completely shutting down shop if their latest title receives bad reception.

I'm just curious regarding other's thoughts on this, or hopefully hear from someone who landed a cushy 3D job and left to work on a game. I would like to do this in the near future but have a lot to consider since i'd be moving not just myself but also my partner.
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>>669581
What a retard. Go back to /v
>>
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>>669478
>A lot of responses here making me more hesitant to leap into the gaming industry
I'd advise you to take a look at this
https://www.youtube.com/watch?v=FlgLxSLsYWQ

I haven't gone through the thread, but if you're worried about job security, among other things, this is something to keep in mind.
>>
>>669581
oh hello /v/
>>
>>669066
Im working in the game industry and honestly man, just be willing to move to cities where there's actual need for jobs and then make yourself useful. Thats it. Don't think about it too much. Just be fucking useful and then people won't ever want to get rid of you.
>>
>>674057
true

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Could you recommend a new computer for me to model on? Currently, I have a regular i7 core samsung windows 8 laptop and i just model on blender. it's not a great setup.

but I'm interested in an HTC vive and gravity sketch.

this computer is finally starting to crap out and im thinking its time to upgrade. i always wanted one i can draw on too, like a wacom cintiq (pic related.) if possible i want both if not, that's ok, maybe i'll keep them separate.

Any advice/suggestions?

(pic related is my pathetic attempt at 3d modeling rendered on sketchfab)
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>>
>>673530
https://pcpartpicker.com/
>>
>>673530
Why are you asking without providing a budget?
>>
>>674033
I thought artists aren't interested in money?
>>
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>>674038
???
I mean, in that case I'd say you should go for a quad-Titan RTX setup, dual Xeon W-3175Xs on an Intel Server board (maybe sit out for the rumoured 48-core Xeon coming out later this year, maybe gun for the 64-core Epyc instead), 1TB ECC RAM, probably like some multi-4TB SSD RAID array, get it all custom water-cooled, all the bells and whistles and shit.
Without budget no one can recommend you what you should get, especially for professional applications where it's literally "get the best you can". It's not some "i wanna play esports!" "ok get a ryzen 3 & gtx 1050" kinda thing.

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Alright /3/, let's try something for a change...

DAILY RENDER THREAD

It's pretty simple: every day, we'll have a simple theme. Hand in an image of a model related to that theme in whatever renderer or engine of your choosing.... pic related. Feel free to be as direct or as abstract as you want when tackling said theme.

>How much effort should I put on it?

I am not your dad and you can do whatever you want in terms of workload. I urge you not to spend more than an hour or two on it (I did the OP image in like fifteen minutes and even that felt like too long). The point isn't to prepare the perfect portfolio piece that'll get you hired at Blizzard - it's to get your fingers stretching and those brain juices flowing.

>Can I critique whatever garbage people post here?

Yeah, but get ready to be called out and told to put your money where your mouth is. Again, I am not your dad and I can't stop you. On this board especially, I couldn't stop you even if I were.

>Can I ask questions here?

Comment too long. Click here to view the full text.
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>>
>>673040
Curtain on the ground looks like paper.
>>
>>673040
who lets their curtains go all the way to the floor and then some?
>>
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are you the funny guy from before i want to be friends with you so i can see all the funny posts you make they make me laugh unironic
>>
trying to get better at modeling big head girls
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>>673990
Wtf are you doing? Did you read the op? Post you made models on the wip not here.

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Model rip when ??
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>>
imagine being so autistic that you pick through a game for a single frame
>>
If i give you faggots $5000 dollars to rip KH models, would you do it ? if not, name your price.
>>
>>672992
People still need to get past the PS4's firmware. No idea about XBOne's
>>
just wait for something like the noesis guy,he is pretty much a fan of square's games and he managed to rip FFXV's assets straight from the ps4 version,also kh3 is ue4 so it pretty much is a matter of time,gildor's UE viewer is another great bet
>>
>>670745
Same

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ITT: Photographs that look like bad renders
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>>
>>675032
>you can't build here
>>
>>643090
>>
this was on the news the other day
>>
>>676056
the fence looks like a ps2 game
>>
>>646740
nightmarish imvu model

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Guys how do I deal with seams when applying mirror modifiers?
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>>673546
>>673548

thanks bros, sorry for killing a thread
>>
>>673546
its a blender user, being stupid is expected
>>673545
get a real software
>>
>>673548
This. Turn on clipping.
>>
>>673545
Another option: it may not be practical, depending on how many verts you have, but you can use the hotkey [alt-m] to merge two verts, and then the hotkey [c] to merge them at the center. The questions or blender thread might be a more appropriate place for questions like this in the future.
>>
>>673545
1. box-select all verts near the mirror plane
2. press S, then X, then 0, then Enter
3. Check out the transforms (N tab) and enter "0" for the X value in Global mode

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ITT: post your physical CGI/Art/Animation book collection. I'll start.

If you haven't got any physical books, screenshot of ebooks are welcome.
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I sold my old 3D books many years ago, so I had to dig deep to find one of the pictures.

This was only the Lightwave stuff, including VHS and DVD courses. I sold old stuff for Softimage, 3D Studio and Maya in comparable quantities.
>>
>>673513
That's impressive anon
>>
>>673447
>so many animation books
Impressive collection, I am wishing I had any of those books, animation is giving me a hard time.
>>
Bump
>>
>>673447
Left all my books and magazines at parents house sorry, I feel like 3d is a little too specific to have general books and magazines on it anyway, and no one is going to buy a book on a highly specific problem they will just google it.

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Couldn't find a specific bench size/design. Decided to make my own and send it off to a shop to cut and paint the legos. First 3D model.
>>
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>>673410
ok
>>
Why send it to a shop?
>>
>>673410
Suggestion: Remove the horizontal bar on the bottoms of the legs, make the legs a little longer to account for the height.

That bar will look silly IRL and use up extra material for no reason.
>>
>>673410
minus the fact that you don't have a drawer on the front of it, it's a pretty decent design.
>>
>>673681
He's right I made the same mistake with my first desk and it just looks dumb. You absolutely won't need the extra support since you already have the central support


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