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I would like to make some maquettes for some paintings.
I'm not sure if I should learn to sculpt with Polymer Clay or fuck around with blender until I manage to get some results
What are exactly the pros and cons? What is each ones purpose?

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>forgot that you're using a cracked version
>send crash report to autodesk
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>>667860
I literally had like 200 applications blocked from all of their folders by the time it was all said and done. You can never be too careful. I even downloaded wireshark to monitor network activity to make sure it wasn't calling out.
>>
>>667860
>>667861
Have you blocked all apps in the system folders as well? Some software installs their phone-calling bits there.
>>
>>665915
it's okay nobody reads them anyway :---D t. autodesk representative
>>
>>667860
>>667861
Wtf is wrong with you? None of these companies give a fuck, lol
>>
>>667923
Solidworks is quite aggressive about their software actually

>>Just finished a tutorial
>>Saving
>>Same exact filename exists
>>Opens file
>>wew lad
>>I already watched that tutorial 4 months ago
>>Forghetti Spaghetti

I wish I could specialize in one godsdamn thing instead of learning all the things
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>>668020
have you tried not being stupid?
>>
>>668020
Tutorials tend to show you how to do a specific thing a specific way, it's kinda like attempting to learn math by memorizing the steps of formula.
A very poor way of teaching yourself things, you don't need to know how to do things, you need to learn why to do things.

When you understand something you won't forget it because the mechanics of it fits like a key in a lock and it'll make sense to you.
The more things you come to understand about a subject the more connections you make so that remembering how to do 'X' doesn't hinge at you remembering some recipe.
Rather you will be able to recreate the recipe on the fly from thinking about how it should taste because you've come to know cookery.
>>
>>668027
>>668020
>>668028

nope, you dont need to do this,
>>668028
this is pretty much your answer. im 22 and i know how to model,rig(do complex muscle simulations too),texture, and lighting as well as some other stuff.i learned all of that in just about 2 months and i come from a 2d background, which im already great at. and 2d took me about 4 years. im a self taught so i know techniques on how to make things stick, thanks to one of my highschool teachers.
>>
>>668038
one of those techniques is that, if youre really interested in learning something, you need to give yourself time to debrief the info you just learned, go back in steps and read it out loud to yourself to see if it makes sense. the other is to pretend youre teaching this to someone, but teaching it yourself instead, if you have trouble explaining this to yourself then it wont stick.
>>
>>668032
well this

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Post your /pol/ related work
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>>666987
das it mane
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>>667000
I'll see what I can do.
>>
>>633187
>he never gets exposed to the sun
I'm not surprised
>>
>>651298
>all those assumptions
>are pretty accurate
>>
>>668024
>still thinks the nazis were the bad guys

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has any anon got this?
is it any good?
do you recommend?
why arent there any book sharing threads?
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>>667963
Anon, with stuff like this I always go with the thought: Is it going to make you any dumber?
If not, whats the big deal.
Try and see if you can find some demo pages online if you doubt.
>>
>>667963
r/uc9aq0cr on volafile
>>
>>667990
this^
>>
>>667963
clickbait in book form
>>
have they stopped making all these books? There used to be a new Introducing or Mastering Maya 2016,2017 etc every year ?

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Feedback please!
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>>667064
just curious, what exactly did you learn? the things I listed are mostly observation, so I'm wondering
cheers
>>
>>666717
nice points
>>
what rendering engine did you use? Lumion? can you post raw render?

limit color palette
declutter - too busy, create area of focus and leave space for eyes to relax.

learn to texture- if you need help download textures from poligon.com- theres a free plugin where you can load textures into 3dsmax that works with several renderers. observe how the textures behave during render then copy and adjust to suit your scene..
use reference photos and observe light values, colors in shadows and highlights and adjust to match or be similar.
>>
>>667785
mate that website looks like garbage. just use textures.com and do the settings yourself
>>
>>667832
sure if you understand how textures work in CG. where else can a beginner get samples with diffuse, reflection, bump, normal, displacement etc. If you know how, i agree its better to make your own.

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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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>>667881
Priorities are
must have ssd
then budget 2 external hdds for backups
then best AMD cpu with lots of cores you can afford
16gb ram
good enough gaming gpu
The CPU should be your focus, get as many cores as you can because video encoding/blender rendering is all about that. 32 GB of ram is probably a better bang for your buck than a premium GPU. Dell, Lenovo, and Asus are top quality with high prices. MSI, HP, and Acer will sell you better hardware on paper but it will break often. My buddy swears by his MSI after he got it taken into the shop a few times. All laptops have heat problems so you'll want a cooling fan stand if your really going to render with it. Its usually smarter to just pay a render farm than to do laptop rendering beyond test renders.
>>
>>667927
Don't cheap out on the clock speed. Getting a low end Threadripper to cut down your simulation times sounds nice until you get 4fps interactive playback after the sim is finished. If your machine is stuttering for hours and hours you spend on modeling, who cares if the final render takes 30 minutes instead of 45?

Overall advice that CPU is #1 is correct though.
>>
>>667881
First things first: Build a desktop if possible. You can easily get twice and up to thrice as much performance if you know what and how to shop. You'll want a good multi-core CPU; anything from AMD's Ryzen line-up is great for multipurpose. Go for the best Nvidia GPU your budget allows, your render times and anything using CUDA (Blender Cycles, etc.) will thank you. AMD can't compete in the GPU sphere just yet. 16GB RAM should cover you, even in 3D applications (since Blender's still reliant on VRAM in rendering), but 32GB is a very nice number for legroom.

>>667927
Heed what this anon says. Laptops generally have ASS thermals. If they advertise a very good CPU, expect it to throttle to some degree. But:
>cooling fan stand
Don't. These are scams, especially for the prices. They have little to no effect most of the time. You're better off repasting the thermal paste for the CPU/GPU for better thermal performance.

>>667953
It depends. Many productivity workloads are multithreaded nowadays, and in those cases more cores > clock speed. Threadrippers are incredibly useful for video rendering and productivity in general, but since that anon still wants to game and everything I still recommend Ryzen as a compromise.
>>
>>666179
After learning about the displace modifier I fucked around for a bit and made a meatball. Just a single meatball. No sauce. No pasta. Just one single meatball. Pic related.

Also you guys should check out Ducky 3D, he does great belnder tutorials
>>
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>>667995
>mmmm specular meat

Hey guys I've been making some custom models for the upcoming game Hytale! Really wanted to share them with people and get feedback!
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I like handpainted textures. Would be cool if you post some high resolution ones.
>>
>>667979
Thanks, the game is 64x64 texture res so this is about as good as it gets in that regard.
>>
>>667974
I don't know if this is just personal preference but I would recommened keeping the same pixel size on different parts of the mesh (axe head's pixels are larger than the handle's)
>>
>>667986
great point actually

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so im currently working on a transforming robot but im getting very antsy over some parts and how the hell am i supposed to hook up machinery to the shell in a believable way. i have to top of this shell pretty much done
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and here's what i modeled so far
>>
>>667917
Typical driveby faggots coming out on Sundays as usual.

There is already a /wip/ and a /questions/ thread where you can post this shit. Anyone who replies, please remember sage goes in the options field
>>
>>667917

switch on the automatic edge breaking.
>>
Idgaf edgelord
>>
>>667985
then why should people give a fuck and help you?
I could, but i don't because you are disrespectful and piss me off with your attitude.

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It's Friday night and I feel alright
>>
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>>664764
thx for reposting my screenshot, here's another one from my 21yo SI3D installation
>>
>>664799
Such a classic piece of computing. Always loved Softimage. I used to have a collection of old 3d software, PowerAnimator, Softimage 3.6, Wavefront and Dynamation but some of these lacked the hardware dongles obviously. Running them on SGI Octane.

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So whats the general opinion on 2.8?
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>>667089

as far i can say i fucking love it. it would be nice if they updated animation and particle systems. but i think that will come as next.
>>
I worked with it. Kinda okay, but actually rather stick to 2.79 but you know that's just silly.
>>
>>667473
no shit, max UI is a hell straight from 90's
>>
I think there's problems with the style of the new UI, like font rendering. The previous UI was very definite and clean.
>>
>>667895
What's wrong with the font rendering? It actually got improved. Now you can use hinting and make the fonts look much nicer instead of a blurry mess.

Since avoiding insane poly counts is vital for game modelling, what do you find easier - straight up polymodelling or sculpting something out and then performing retopology? What parts about one method make you prefer it over the other?
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>>667807
me but it's usually gigeresque organic dick shaped guns in my case anyway..
>>
>>667710
Here's a tip to make avoiding insane polycounts easy: have a good art style instead of overdone cartoony messy shit like in OP.

You sword does not need a triple fuller channel, 8 spikes, curve like a sickle, and have 50 skulls on it. In fact, it would be much much better and less generic without them.
>>
>>667710
Nice urinal of death concept man
>>
>>667829
Not very effective. Breath of the Wild's models look great and the game still manages to run like hot garbage on all available systems, despite the environments looking terrible and a low draw distance to compensate for them.
>>
>>667890
I didn't make that. I just needed something for the OP image, preferably related to the topic.

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How did they go so wrong?
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>>667043
In addition to all of the technical stuff the anons before me explained, the 3DS is a consol designed for use on-the-go. Ever played a game in the bus when the sun is flashing into your eyes all the time? Yeah good luck with this moody and dark BS
>>
>>667043
I don't understand the new one looks so much better
>>
>>667813
Its the lighting we are discussing, not textures or models. Its starkly different.
>>
>>667043
Where did it go wrong with you, OP?
>>
>>667054
>next time maybe don't insist on tech that impedes you from achieving proper lighting maybe?
"Haha, no" said the Japanese businessman; and lo, was their entire catalogue for the next generation forced to use mobile hardware with a poor battery life.

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I have noticed in the last year or so many arch viz artists are moving form vray to corona.
Do you think its better? what about vray next- Gpu is pretty fast and the viewport live render is a good addition to. how about Fstorm?
>>
>>667707
light mix and how i didn't have to spend moths researching the best setting for rendering different scenes gives corona a +1 in my book. not used fstorm
>>
most of the ppl i know use vray or lumion for rendering, i just render my shit in cad cause i didnt learn anything and im too lazy
>>
>>667719
light mix it pretty good- i can see vray adding that feature in a future update. render settings are much more simple in vray than before while also giving you control when you have tight deadlines and animations. also you can add Lut with fade control in frame buffer- does corona have that?
>>
>>667707

i dont care to much about renders as long they are simple to use and give me results i need. everything else i do anyway in the post production.

my experience tells me that renders are more important for the gamers and movie makers. for stand alone pictures the shit lands in the Photoshop filters anyway..
>>
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>>667775
i've used vray for 4 years and corona for 2, I'm fully committed to using corona unless something big changes for either.

the setting in vray are over complicated and necessary. you can add luts in frame buffer but i would advise against it as when you extract it from rendering you would be able to fix in post, just edit in post. here are some comparisons to look at.

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give me a plausible reason not to use sketchup
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>>
smayo tastes better
>>
>>667675
I dis better on paint...
>>
>>667695
Did*
>>
>>667675
you will come into problems if you want to do anything detailed or if you have to use another architects model that isnt clean and they usually arent.
>>
>>667675
Rhino can do product design which Sketchup really can't do at all plus it's fine/better for architecture anyway


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