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So when will i be able to make 3dcg porn?
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Coffe is for virgins

Chads drink BEER

You are kinda half way there.

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Guilty Gear Xrd:
https://www.youtube.com/watch?v=yhGjCzxJV3E - required viewing. Watch this to understand the difference in mindset between PBR and NPR.
https://www.dropbox.com/s/65cwf6kjuezhwdl/GuilltyGearXrd_shader.pdf - brief summary of how the Xrd shader works.
https://www.youtube.com/watch?v=E3zHGD8V2IY - an example of implementation for Eevee.

Making a basic toon shader for Eevee:

https://wiki3.jp/blugjp/page/123 - making halftone shaders for Eevee.

https://www.youtube.com/watch?v=j5w92vuIYM0 - download KiryToonShader for Eevee.

https://www.youtube.com/channel/UCX54i2YxfeDpEvKrN7XO5dw/videos - anime character tutorials from a Japanese dude, with Engllish subtitles.

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bump because i dont want this to die just yet.
Arnold Toon Shader Series | Part 1 | Breaking down the Toon Shader

How should i go about making stylized environments
Depends on the look you want to achieve. For cel shading generally it should be more or less the same as with characters, less detailed models with stylized textures maps, likely hand-painted.
For procedurally generated, abstract sci-fi-ish stuff you can watch Ducky 3D's tutorials.

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Always wondered what it would have been like to have a Metroid game released for Nintendo 64. I've been working on some models and scenes with that reto-poly look in mind.
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The op must be a pro from AAA industry then. Look >>691755>>700531>>687879>>686401
Not to throw shade on Op, I like his work, but Quake 3 is quite a bit beyond what the Op are doing in terms of artistic complexity.

Op reminds me of the art direction in the game Shogo: Mobile Armor Division.

Q3 is state of the art for it's time: https://www.youtube.com/watch?v=OKwxAQZoox0

If you can make those models you can make pretty much anything.
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Just look at >>687879 and this screen from the 98 title Shogo: Mobile Armor Division. Looks like it could've been the same artist.

Now let's nostalgia: https://www.youtube.com/watch?v=--c7T6UDsqM
Consider that n64 had shitty ram amount, so you should remove those lines and leave only flat colors.
This low poly model has to be even more low poly.
Usually n64 used a lot of smooth on litterally simple cubes.
Read the thread. All of this has been covered.

Here, we post Hammer maps to be combined into one big map.
Make sure to pack your custom content with the map and mark the exits.
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So here's what I've done so far: I've broken up my building into three parts, each with their unique styles of architecture (Old manor, modern house, castle). The castle's entrance door is locked, but can be unlocked in some way I haven't figured out yet, maybe find a button elsewhere. You can break through the glass before the door (see pic in my last post) and drop down into one of the Modern House's rooms if its front doors happen to be locked. Through the door to the Castle is a short trip down a hall and through a trapdoor that leads to a giant room (either a timed obstacle course or a dance room, whichever you prefer). The reward is accessing the special 'doke' room, part of the Old Manor.
Modern House's foyer leads to the portals or halls connecting the entrances to other rooms (not yet implemented). I still haven't finished the facade design of Modern House, so that's why it looks plain as for now.
The only part I've finished with the old manor is the obligatory doke room and balcony. The doke room overlooks the obstacle course mentioned earlier, with a window, and also has a button for the option of killing everyone inside it.
I might line some of the buildings' walls with ledges for climbing around (see the wooden ledge on one of the Modern house's windows), so Soldiers and Demos would not be the only ones who can access the roof (also a WIP)
Ignore the clock tower and the dark-as-hell rooms, I fix it when I get the time.
>same textures for nearly everything, floor and ceilings. and the textures are misaligned.
I already know about that, but that's something I'm not worried about fixing yet. Laying foundations and focusing on the designs of the environments, whether people will enjoy playing on them or not, is the more important factor to consider, such as trying to avoid putting in too many narrow halls or tight spaces.
I'll be calling it a night tonight, but I encourage other Anons to post their contributions to the collab as well!
>I fix it
*I'll, but you get the picture
Very nice!
I recommend adding a shed somewhere on the edge so it can be connected through a doorway.
So by a shed would you mean a link back to the 'main' world? And by edge do you mean edge of the map?
I'll clarify what I meant about the Modern House: the foyer can be the Hub World to all of the different areas made by the contributers, but if there's already a central map being worked on, I'm in for a bit of trouble! But I guess it could work both ways, it wouldn't hurt to have 2 hubs
Yeah, a link to other parts on the edge of the map.
I'm making the "central" map but it's a lot more based on the point than a hub. This portal in the middle can connect the two, the Point and the Modern House.

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Texturing in Substance Painter vs Texturing in Photoshop.

> Pros and cons.
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how is the performance in substance painter with amd cards? say a 5700xt
Im forced to texture in 2k, and export in 4k and it still runs like shit.
Thinking about trying out Mari, Substance is becoming unworkable with every new update, only fucking thing the added in 2 years is gpu acceleration for baking, who gives a shit, i bake for 5 minutes and texture for 20 hours not the other way around.

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?

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It seems like everyone here models titties or videogame cycles or some other bullshit. not a lot of character animators here.
still first pass (no face) but looking for critiques/ general character animation thread
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>the motion of charging him then slowing to a stop to throw him behind then keep going looks odd
>Which part is this? I can't seem to lock on which section that refers to by that description.

the 8second mark, he loses too much momentum and it adds to why it looks so weird where he flys at the robot, slows down, throws him BEHIND himself, then speeds up and keeps goign past

the whole animation would look a lot better if the robot was knocked backwards instead and the dragon could keep its speed then slow down sharply at the end, before turning around
>animator willing to negotiate down
>doesn't provide example work
Do not contact this man
It's too late for my brother.
As a sound designer, this is just the shit I'm looking for. Keep posting anims, they're great practice! If you wanna reach me for other stuff hmu on kik: myke.exe

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From the chatter I hear in the industry Blender 2.8 has Autodesk SHOOK. So, would it be resonable to say that you could use Blender now for your entire character creation/rendering pipleine?
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you think autodesk has only maya? lol

adidas joins bendlet devlet
Excellent! Hopefully Autodesk will get off their asses and keep pushing Maya further. They've already launched $20/mo indie pricing but there are still so many ways the software can be improved, let's hope they get on it.
Tl:Dr competition good

Do you know how much money Autodesk makes with all of their different softwares? They make more money than the BF in one year with maya alone. They don't give a shit about donut maker.

Guys, why didn't I start learning Houdini sooner?
My uni teaches us solely Maya with the addition of shit like RealFlow and ZBrush but since I started using Houdini I've realised that it does almost everything much more efficiently and has less limitations. Why do they teach us to use what basically amounts to legacy software instead of Houdini which is rapidly becoming the industry standard of the future? I'm pretty close to taking the autodesk-hate pill here.
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So, all things considered, how does bifrost stack up against houdini? and what about c4d particles?
Only old people hate learning, anon.
>t. autist
Oh Snap!
The new Bifrost is impressive, there are a bunch of youtube videos in the past few weeks showing examples of what it can do. But so far it's not really a serious competitor to Houdini. The lack of rigid body sims rules it out for my needs atm. It's quite possible that Bifrost improves enough to become a decent alternative to Houdini for small things in the future though.

I need a reference similar to this one but I can't find a reference with big tits
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Have some really fucked up anatomy
it looks like a sheet someone would use to make a model for mmd. Why share it when you know yourself it is bad?
>Why share it when you know yourself it is bad?

There is just so few decent ortho model sheets, that I'll even post the bad ones.

I mean one of the most famous early human modeling tutorials didn't exactly have the best model sheet.
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Forgot my pic.
Damn it. I have actually kept an eye out for what you are looking for OP, and only the japanese bother.

pls im searching what is the name of this effect or how to get it
Oh yeah, there's a whole bunch of that in the question's thread! Try asking there instead.
oh okay, thanks
Looks like a VFX effect rather than any CGI anon.
buy a shitty IR camera and shoot your face
IR? That's entirely achievable in post with color correction.

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The story is that Ton Roosendaal wanted to make a 3d modeling software, call it blender, and sell it, but the domain blender.com was already taken by a blender company, so he used blender.org, which can't be commercialized, and decided to make it free, and to ensure it would stay free, blender foundation was created.
The developers are doing well so far in terms of money. It being bought by a company really could happen, but I don't think they would sell it.
Would be fucking hilarious if you actually think this is possible
>The story is that Ton Roosendaal wanted to make a 3d modeling software, call it blender, and sell it, but the domain blender.com was already taken ...
WTF is this bullshit? Blender is the offshoot of a failed commercial product by Roosendaal, which was "bought back" from its copyright holders (after the company bankruptcy) with the financial help of the community. It only became GPL software at that point.
>being this autistic
never change /3/
Most professionals at the zbrush summit said they don't even use traditional 3d apps now so I guess it makes sense to pay as little as possible for the small few things you would do in one.

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If i render 24/7 for MONTHS, does the termal paste need to be changed more often?
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ow fuck, is this board so fucking slow?
do you even know what thermal paste does in the first place?
sysadmin answer: no

the paste will degrade over time, but we are talking decades for the best paste, years for the worst.

just watch the temps, if the temps are under 80 degrees then who cares about the paste.
Do you ever know how to gtfo?

So why my temps raised? Is it just dust?
I had to underclock a little to stay under 80.
It can dry out and turn to dust.
But does it happen often? Nah

Give no fucks unless randomly the component is hotter than what should be possible stock.

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Anyone have a model of Pepe?
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here come dat boi

You have too much time on your hands.
will someone just make a meme game already?
like a fighting game starring a bunch of memes?


new open source substance designer clone.

It's over for propietary tools.
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Because fuck you

Not everything revolves around your 3D meme software
Blender is tainted
associating with it would be a mustache
what is this source code shit
Do i have to compile this or what
No, but you can.

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>Why yes, I used to work only with industry standad software in the past, but decided learning some Blender because I see the industry turning to it in the future. How can you tell?
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based free software chad
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>You are objectivelly wrong, Chad. Maya will NEVER be debunked and will always be the industry standard.

Can you imagining samefagging your own thread? The need for validation of blendlets is incredible.

How do blenderfags set up per object lighting?
How do blenderfags set up hotkeys to fire up oft used commands or mini scripts?
The above are a fucking breeze in maya, in blender it's like pulling teeth.

Not only that but now blendlets claim that the performance has (finally) improved in 2.8. I loaded a high poly sculpt, the mesh has barely 2 million polygons. Guess what? It's just as bad as before. Blender becomes sluggish and unresponsive.

I load the same model in Maya, it's butter smooth. I could import a 10 million+ poly mesh in Maya and it'd remain smooth.

I had similar experiences in blender with multiple high res mats. It just can't stomach it while Maya will take as many high res mats as you want.

Blender is a joke and it's deluded fanbase is quite sad.

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