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File: HERES YOUR SONIC BRAH.png (823 KB, 1098x741)
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With the recent reveal of the Sonic face from the sonic movie, the obvious course of action for /3/ is to be making the movie model for animations. So, i´ll be using 3dsmax an Zbrush to sculpt him, as he is... well, curiously similar to the models i usually make.
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archived.moe works just fine 2bh. Just save the post number and you're good.
Alternatively you could probably just save the whole page offline before it gets pruned.
everyone always complains about your work but they never show their own. this is very good thank you for spending the time on these models.
I like his look tho, but he should improve. which he s not doing (mostly)
How can you improve meme perfection?
Did you do this weird curvy/bony look of her body (especially the arms) on purpose? Because this ruins it for me.

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Here's a room I modeled.
Took about 9 minutes on my 2007 CPU.
I mean to render, when I mentioned how long it took.
what program did you use OP?
Probably Blender
Did you just assumed my gender??

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this place really needs a separate gamedev/programming board
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That image needs update. Greenlight no longer exists.
UE has a pretty common issue in that it comes more from a 3d artist Zeitgeist: i.e a huge, overly cumbersome closed software with a lot of dark magic everywhere, and a completely closed framework that tries very hard to be painfully "graphical" and to imprison you into their own proprietary formats. It's pretty and more or less useless without thousand of hours of learning curve. Typical 3d artist bullshit. They all like their software closed, graphical but unintuitive, hiding natural complexity under two layers of unnatural complexity.

Unity has more of a dev Zeitgeist. It's relatively small, do what you want it to do and nothing else, and does no particularly jail you into an ecosystem. Unfortunately, Unity is coded by a small team of relatively incompetent people and is poorly optimized, poorly coded, and a poor tech in general. It's also more or less the only concurrent to UE, unfortunately.
>They all like their software closed, graphical but unintuitive, hiding natural complexity under two layers of unnatural complexity.
because it creates job positions with competitive salaries
Good goy.
>It's pretty and more or less useless without thousand of hours of learning curve.
I have no idea what you're talking about. Sure, I agree that some stuff is illogical and doesn't really make sense, but once you get used to those couple of things, UE has a fairly normal learning curve. I don't really like the fact that you kind of have to use Blueprints even though you're primarily using C++, but it doesn't really add that much to the learning curve (very easy to figure out, it's just a bit unnecessary).

Also, it seems they had a different vision in mind for the engine, which brings me to the next point:
>Typical 3d artist bullshit.
UE has Blueprints for God's sake, it was obviously designed for begginers and people who are used to working with nodes (3d artists). But I have no idea what you have against the UI either, the UI is very friendly to those same users (so it uses a graphical interface that, in my opinion, is fairly well made and intuitive). Also, the default UI has pretty much all the same stuff that Unity has as well, so I don't really see the problem. Besides, if you don't like the UI, it is fairly customizable so you can adjust it any way you like.

>They all like their software closed
I'm not sure what you mean by this. If you are talking about the workflow, I'd say it is completely understandable. The interface, nor pretty much anything else is stopping you from doing anything.

Also, there's the fact that you can download the UE source code from Github which, to me at least, is one of the greatest advantages UE has over Unity.

I'm not saying in any way that Unity is a bad engine (especially when you consider that it's also free). In fact, I use both engines, for different projects of course. I just started by saying that I personally feel more comfortable using UE than Unity and that I think they shouldn't be compared as much when it comes to the new waves of shitty developers making shitty games.

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is my topology cringe-worthy?
are the poles on the knuckles a "yikes" moment if it went to rigging?
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>tfw tits were the easiest for me
being a tits man is great because you can instantly tell if what you made looks good or bad based on your excellent refined tastes
I think the topo looks fine but I wouldn't be using nurbs on animated meshes. also your beziers are making sharp turns at the edges of the fingers. fizing that stuff for animation is gonna be a problem unless you change them to simpler curves instead of 'corners'.
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Oh but I do, Anon. Believe me, I do.
are you non-american? how can anyone be this stupid
>Are you american? how can anyone be this stupid

Is Animation Mentor courses worth the price they're asking for? How good are they? Can I find equally good or better tutorials on cgpeers? Is this all meme and I'd better learn everything by myself?

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why can't they just use the middle mouse button + shift/alt/ctrl etc to orbit the damn camera?
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This is even worse. Nobody fucking uses this shit.
which is the meme behind 3d mice?
I do, a lot.

t. industrial designer
just to move the viewport or anything else?
Mouse clicks take time, and time is finite.

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Does /3/ as a profession take high IQ? I feel like I have dunning kruger and all my work sucks (no I wont post it) even though I've been trying for years. And there's just too many areas to focus on that I can never get anything substantial done, like my stuff is all "jack of all trades master of none" except worse, far far worse.

Is this just how the hobby is right now? Like, I have to be super specialized to get anything decent done? I had dreams of making a unity game at one point but now KEK at the thought
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If it was really so simple we would all have released games. 99.999% of devs have jack and drop out like flies because of the difficulty.

And gamedev is the truest form of 3d. Especially in vr
The truest form of 3D happens in CG research.
Which like i said discriminates based on IQ. IM GETTING TEARY EYED THINKING OF MY OWN IQ
kid, unless youre doing the engine from scratch game dev is a joke, its the assets that are hard to make exluding coding because that is baby tier shit and which is why i said just do 3d instead.
>kid, unless youre doing the engine from scratch game dev is a joke
*citation needed

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What are the pros and cons of Blender?
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Thank you guys for helping a conc/3/ptfag avoid making a big fucking mistake with wasting my time with Blender.

I do a lot of hard surface stuff with different alt-fire states and crap like that. I do proxies so I'm not wasting the modeler's time and to keep the art director from asking for anything physically impossible. I was debating whether to learn Blender or stick with Max but then this thread made me realize why I never see Blender integrated into a production workflow. It's nice to be able to give the modeler a .max file with an uncollapsed stack and proxy animations.
>you can call up Autodesk
>a big fucking mistake with wasting my time with Blender
Wow, we saved you a half an hour of downloading, installing and trying a software. What a horrible fate we all avoided! Asshole.
>t. butthurt Blendlet
Cons of blender: your user community consists of people like this

ITT: We model a dog (full or partial)
>15 minutes max, not a second longer
>quality and how you model it is irrelevant, just get it done
>post the result ITT
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I spent the last 2 days staring at horse anatomy.

Stalker: The Shadow of Doggonil
Those are some STRONK leggers
Fuck, he looks dangerous
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also, cool wizard hood

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i wanna try to make animations without interpolation between keyframes, making more poses
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just do the main poses, bake it and then pass the curve to blocking.
I've heard common opinion voiced from seniors that at some point in really precise, small and snappy performances(stuff like eyedarts small subtle movements etc), interpolation is the devil, should be avoided and done traditionally
You'd essentially be making a stop motion in cg at that point
Either make a new pose for every frame, or use clamped tangents for every other frame.
Noob here

I have no clue what this thread is about, do you mean something like this:
@8:00 the way the walking animation looks unsmooth and blocky?

>job requirement
>have worked on at least 3 shipped AAA-titles
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>job requirement
>good knowledge of max and/or maya

b... but my fellow blender masterrace friends told me studios were switching to blender and FOSS. Have been lied to?
You won't really get any junior positions as a pure sculptor anon, you'd be competing directly with leads. Start working on retopology and shit out a few game res props with substance and light them nicely and it'll get you a lot more mileage
>sculptors as leads
That's a good one, Anon.
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You need decades worth of wageslaving to be my slightly better paid wageslave

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What did /3/ think of the rendering and FX in "The Order: 1886 (2014)"?

Reposting cause I sucked the first time with making a webm.

I picked this up recently because the visuals fascinated me. I can't put my finger on what it is specifically, but I actually feel that this game mimics photo-realism in its real time rendering better than most modern games. Something about the way the game looks is soft and real, like an actual video camera recording. It feels a bit like the environmental equivalent of uncanny valley at times when in motion.

I've taken some shots which I'm going to dump shortly, but damn this game is gorgeous.
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Stunning almost autistic attention to detail, terribly designed and written game overall.
Post-processing combined with the help of low-lighting conditions. Once you step into brightly lit, glossy environments, the illusion usually drops. Fallout 4 is a terrible example for me to point to, but the worst-looking parts of that game were the Institute. The best-looking parts were going into dark, abandoned buildings. Fuck, what a disappointing game.
They forgot to make the actual game.
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>He said barely anybody purchased it.
i really like their level of detail. how did they do it? photorealistic textures/UVs and PBRs with IBL lighting all over the place?

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Free 3D high-poly models for download.

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so...what do i have to do with this?
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Hentai Blender Model Rigged
what the fuck
You can download the Kizuna AI model as a PMX (Miku Miku Dance) file from the official website.

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Did you hate it too?
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You should go back there.

If I said good job to every person that came and posted babby's first doughnut or anvil I wouldn't have any time to shitpost.
No one cares about this shit. Do something original, stick a fucking dick in the doughnut. Make a sword or hammer to go with the anvil. These tutorials are for going over the basics, use those fucking basics and go further than the tutorial. No one cares that you're able to follow instructions step by step off a video. Give people something to actually critique. Once again, it's not YOUR doughnut or anvil, just like the paintings you "make" at the wine and painting things aren't really your work.

I'm not saying make a masterpiece, just fucking make something else with the scene to say, "Hey, I've actually learned something".
Then people can get a fucking benchmark on their skills and say where they can improve, beginner or not. Because following a video step by step doesn't mean you actually learned shit. It just means you can replicate the steps.
sweetcorn is missing
>paint and sip
I didn't know this was a thing. Huh.
Dude on the left is just there for the pussy and floral perfume.
It's pretty big in the area I live. You get a bunch of people that age or girls in their 20s or something going to it as a way to pretend they're arty. So mainly college girls and middle aged housewives (and their husbands they drag along). If you're in the market for getting laid, I guess it's pretty decent, but so is going to a dance studio or spin class.

I get what it's for, and it's not really about the art, just a group activity to mingle and paint and drink a bunch of wine. Which is totally fine except when they go spouting on social media like they did something incredible, and people stroke their ego even more. It's just the only example that matched.
At least when you're following a Bob Ross video he tells you to follow your own path and make it your own. The paint and sip, and the doughnuts are just reproducing steps. I get it, it's their first foray into the program so they're not going to make anything of quality. But following the tutorial you're not making your own doughnut, you're making Andrew's doughnut. When someone goes out and makes something on their own, they'll probably get discouraged because it doesn't look as good as their first doughnut render turned out and they won't understand why.
The point I'm making from all this rambling is just make it a fucking chocolate doughnut, or make it blue icing, put orange juice in the cup, do SOMETHING to make it your own. Doing something different isn't going to fundamentally break the tutorial.

How can Warner get away with this?
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if anything there will be less polish
>that second paragraph
What the fuck lmao
It's because of the blue light covering his whole silhoutte
If the vast majority didn't care about the uncanny valley, there wouldn't be an uncanny valley.

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