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Another blog post of a guy hoping to make it.
for reference i never complete any projects cause I'm lazy and I lack discipline, also because I have a day job.
Let's see if I can finish this time, goal is to finish a base mesh with game res and textures, as well as eyes and hair cards.
Also, please feel free to destroy me, I value your opinions.
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>>977989
too sexy? well that's a compliment, who cares about the industry anyways.
>>978036
now you made me paranoid haha, I'll try not to touch it too much.
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>>978049
Based great thread. If you're planning on using this model for commercial purposes I recommend you follow industry standards and give her huge boobs
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>>978071
theres great demand for pechapai in the market
>>
>>978074
>>978071
what do you think would be the best way of making money off models like this one?
unreal store? pixiv? twitch streaming? somebody even recommended daz,
thing is idk if I'm good enough to be profitable and I really would like to start making some money off the skills I have now, instead of spending another year learning animation while being broke.
I just don't wanna do customer service anymore...
My last job payed like 3 dollars an hour, getting yelled at by Americans all day long for 12 hours everyday, and 60 hour weeks for which I only got payed 50, it's so dire.
>>
>>978106
kek where are you from anon
im an american and my old call center job got outsourced to vietnam shortly after the pandemic. it sucked but I hear it's even worse for the viets who took over, shitty hours and all that plus basically having to be nocturnal to account for american time zones. fortunately managed to escape it right before it happened though but my friends there were not so lucky. hope you make it, customer service is a soul killing work for sure.

what do you guys think of my animation, there will be more scenes following.
its been fun working on this so far
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Track the arcs on his wrists they're too straight. I'd break up the action of him leaning backwards and pushing her back out. It's too uniform, probably the biggest thing making the physicality look less natural than it could be. The other is that you're not moving either of their clavicles. When she's looking away her upper torso should rotate a bit towards screen right not just her head. I'd break up her looking away and raising her arm too. Think about it from an acting standpoint. She wouldn't try to push him away and also look away at the exact same time, looking away would make it harder to push him away. She'd start pushing his face away first, and then start turning her head away when she realizes she isn't strong enough to move him. It doesn't make sense to me that her pupils change size so drastically, especially when there's no change in the lighting. Her eyes are generally too frantic and sort of feel like they're being moved randomly just to keep them alive. But the eyes should reflect what she's thinking. Assessing this threat in front of her, and then looking away to dissociate from it when she realizes escape is futile. All you need to keep them alive are blinks and very small siccadic movements which would help show her fear. The first place most people will look is her eyes which makes it a big problem that her pupils aren't visible for almost the first 2 seconds. You can always cheat it to camera if you have to, it doesn't actually matter if she isn't really looking at him as long as it appears that way from your shot camera. There's also a ton of unnecessary negative space on both sides of them, which means you can play with your cameras location and focal length to get closer to them which will also help the audience connect.
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>>977808
https://files.catbox.moe/b8novl.png
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>>978087
Where you gonna post it friendo? You got twitter or anything?
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>>978088
Hello! Thank you for the interest. I have one, but its kinda dead, I will post on some boorus probably,
but I keep the thread marked til I am done and will post the Links here
>>
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>>977692
>>978090
It's good but if I had to give you one advice, it would be this, your animations are a bit stiff. If you can fix the stiffness a bit, it can really be great.

Maybe the lick pushes her cheeks up a bit and there is a slight pause when he tries to lick it up. Maybe her head is pushed back a bit too and pupils dilate with a shocked expression?

I think looking at 2d animation or exaggerated animation like Cloudly with a Chance of Meatballs might help you to get less stiff on these kinds of things. It's always better to make it a bit more exaggerated than bit more stiff because how it looks in motion it'll seem alright.

Nothing more of a boner killer than stiff models. If you look at a lot of the good porn artist like Redmoa, Nyl, Diives, Amazonium, Hooves-Art all of them have some level of motion whenever something is being done. It doesn't give the lifeless doll type of animation. Sorry if the critic is harsh just giving my thoughts.

hi! i need to make a 3d wax seal for my project and I found a simulation of it (https://www.blendswap.com/blend/18170). My question is how do I replace the logo used there and can I transfer the final result to another blender project?
Thanks.
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>>978094
Delete this thread and ask in the numerous other questions, blender, or beginner threads on this board.

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This is from Lethal Company. Whenever you're modelling/texturing/rigging/whatever and get hung up on stupid shit that nobody cares about, take a step back and remember that this game made $100m
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>>976953
Blender and its rendering bugs have rotted your brain.
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>>976953
Pull the model yourself from the game it's not great, check RubberRoss Vida where he's making a mod for the game and was given the game ready assets by the dev and you can tell it's a bit fucked.
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>>976877
artist sama can you spoon feed me the best way to go form high poly to low? I want to downgrade some high res kitbash packs because everything is better when it's worse
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>>976873
Reminds me of this UE4 devlog of mildly popular steam game with around 3,000 overwhelmingly positive reviews. In the video they showed the blueprint for an enemy that basically just followed you around and attacked when in range. picrel.
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>>978091
WHAT THE FUCK

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What do you think about AI generated 3D models?

https://lumalabs.ai/genie?view=preview
>>>/v/664681839
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>>973164
I can fix her
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>>971611
>>971621
>>971533

Prompts for that proportions?
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>>971511
I have to admit that's pretty good.
It would be easy to fix up the textures and if necessary tweak the topology. Even just as a concept/reference it would be a great starting point.
But with that said, this kind of model would be very quick to make anyway since it's quite simple and uses a skull as a base.
>>
>>971531
Not sure if i care about the hardships of art personally. Thats not really a problem or a cause for sadness, however.
Algorithms are definitely a tool that can give you something approximating what you wanted. Unless you dont care about the details (or quality if current year). And its the uttermost best at quantity wich has practical uses. It just lacks precision. Even ai engineers i know consider it a tool. As in you need to know when to use it. This might be confusing if you are autistic and therefore lack pattern recognition intelligence (seriously thats why they dont get humor. But they make up for it dw). Basicly human beings have evolved to crystalyze personal experiences through medium using a process on the level of complexity of a quantum computer (human brain). Pepole dont show up to watch a movie about some generic knight in armor with a crest. They show up to see how the author will interpret that story and how the details blend together to create meaningful patterns. This is an actual brain process associated with non autistic high IQ you can see on IRMS brain scans. On top of being a language on self expression. Sort of like an auto biography. Like historical value. There is a reason to worry tought, its that it will eat up commissions work for beginners wich will prevent pepole who arent good enough to show something meaningful yet to ever get to that point. And at worst it could be a mild loss of a language and weaken humanity's common unconscious and cause cultural stagnation since it only uses old data. The potential for interactive world however. That will be actualy awesome even if random, much like nature. And if ITS possible, you could even simulate a quantum computer brain. Then, wire it with pattern recognition arborescent thinking on the same level as us. It would be awesome to see how it would express its own perspective and purpose. But at this point it might be conscious and thats an entirely different can of worms and ethics.
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>>971511
theyre ugly and would need a ton of manual fixing to be presentable unless you're making a shitty mobile game where the screen's too small for anyone to notice

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I'm seeing a bunch of them:
https://github.com/shteeve3d/blender-wiggle-2
https://blendermarket.com/products/bonedynamics
https://blendermarket.com/products/swingy-bone-physics
https://blendermarket.com/products/gravity-collider-physics-plugin

Any recommandation?
>>
>>978077
Delete blender and find a real 3D software that actually works with rigging models at no cost.

Hello, Last saturday i was informed by an internet chum of mine about blender. I have never used 3d modeling tools before and was interested to give it a try, had an old housemate show me some stuff about 10 years ago and it looked tedious and overly complicated and i had no pc at the time either.
I have now used blender for less than 24 hours in total and am enjoying learning, have made 2 (well 1.5) things so far.
My E-Chum also informed me about this board, as he said it can have good info here now and then so here i am.
I like sculpting the best so far and spent 3 hours today experimenting with geometry and extrusion, inset tools etc, so may check out this more often.
Thank you for reading my blog.
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I love everything about your work. Don't loose your creative spirit. Don't take the artstation pill. I was like you in 2003
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>>976783
Cheers, never even heard of it.
just enjoy sitting listening to podcasts with a cup of tea, lightly stoned and going down the autism hole of creation for a week until i burn out and take a few days away from it.
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refining house creation for game assets

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>Just learn Blender, bro
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>>972623
HOODA
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>>972621
DAMN SHE THICK
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>>972621

You can fix it. Just apply a mirror modifier, grab it by one of the taillights and press O + G, bump up the radius and start dragging until it looks right.


You're gonna make it bro!
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>>978061
i would recommend the lattice modifier
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>>972623
gyattman's gyattmobile

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https://darkandarts.itch.io/3d-pixel-charater-generator

I keep winning chuds.
Now I don't even have to waste hours making my own 3D pixel art models.

I keep winning.
You crabs keep losing.
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>>974193
And there’s absolutely nothing wrong with taking inspiration from it, or anything for that matter. Why do you feel the need to police what other people create? Do you think the people who created the “rubber hose” style weren’t working with limitations? People had a concept of cartooning before animation, but it was mostly exaggerated and simplified realism that needed to be drawn relatively quickly so it could be put in newspapers. Animation faced this problem to a more extreme degree since hundreds or even thousands of frames needed to be drawn to create even a minute of animation. The shapes needed to be very simple so they could be drawn quickly, and so the audience could interpret things easier. Every modern cartoon style branched out from the designs of early cartoons and worked with those principles to create things the people in the past never would have thought of. Should animators start using AI to enhance their frames to look like renaissance paintings because they no longer have the excuse to make art that looks “bad”? No they fucking shouldn’t just because technology got better. Limitation literally is what spurs stylization, and you would know this if you had any actual artistic inclinations and weren’t a contrarian shithead who needs to hate on whatever the new thing is, and additionally acts like he’s living in 2009 when the latest and greatest AAA game just came out and everything before it is garbage because it has “bad graphics”.
>>
>>974196
>And there’s absolutely nothing wrong with taking inspiration from it, or anything for that matter.
My issue with it is that it's not innovative but derivative.
What about this: Instead of using lowpoly meshes with lowres textures go with a similar amount of geometry for the base mesh and model surface details with actual geometry and no textures, just vertex / face colors. That way you'd be innovating on the style instead of parroting it.
>Why do you feel the need to police what other people create?
I don't mean to nor can do that, I just dislike all media that pretends to be something that was before without being it.
For example I fervently hate startrek reboots, new superhero movies and AAA reboots of video game classics.
While "3D pixel art models" are not as atrocious they give me a similar aftertaste.
>>
>>974206
>a similar amount of geometry for the base mesh and model surface details with actual geometry and no textures, just vertex / face colors
I don't like the textureless low poly look.
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>>974248
It would be sort of mid poly at that point. I'd experiment some ambient occlusion for depth after that...
Anyway I think I've made my point.
>>
>>974193
>>974196

There is a major difference between artists who could to far more, and people who do that art style because it's the best they can do.

I bring this up alot because it shaped how I view art as a story telling medium,

look at the cartoon mission hill, specifically the animatic of episode 16, crap gets in your eyes.

largely there is almost no difference between that animatic and an actual episode, however that animatic may take someone skilled enough do draw it fast a week, while animating even 3 minutes on your own could take half a year

if I want to go from idea to finished product drawing, I could be working on a single piece for weeks, but if I am ok with a well done pencil, I could be done in several hours,

for 3d, let's not kid ourselves, shit takes a retarded amount of time to make something perfect, and if you want animation, takes an even more retarded amount of time to render, so we find out what corners there are to cut and cut them. I look at unreals rendering engine, and honestly would I actually need anymore?


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am i gonna make it?
ITT: post animations you did with blender, anything is welcome
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>>977658
A friend of mine made the model a bit ago. I can make models sometimes but I just don't have the patience to finish them often. Instead I prefer to animate them.
>>
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Some high quality VFX
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>>977734
This same thing happened to me and my sister when our parents died. She brought a Ouija board and pestered me to play with her
So she asked the board where mom and dad where and the board went 'HELL' and I was like "sis, you sick fuck!" but she swore she didn't do it.

Anyways later I was in the bathroom and the power went out, and there was a soft glow from the bathroom mirror and as I looked close into the mirror
in place of my own reflection was a demonic entity of some sort that told me it was all true, I was like "Get the fuck out of here" and the demonic entity went
"no you get out of here" Then fucking ectopalsamae or some such shit started pouring out between all the boards and thru the wallpaper and ceiling the whole fucking house started shaking.

Me and sis ran outside and we both where like "gosh, that was strange" and then this exact thing here happened to our entire damn house.

Luckily insurance covered it and they where like "it was a landslide" but bro it was no damn landslide, houses don't stick together like rubber and strafe all weird.
It was like a miracle of satan or something.
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I don't know where I'm going with this yet, but something tells me it's the right direction.

A thread dedicated to CAD, the chad's choice and the working man's choice in 3D production.

What projects have you been working on lately? What kind of work do you do?

>FreeCAD
https://www.freecadweb.org/

>Rhinoceros
https://www.rhino3d.com/

>Moi3D
https://moi3d.com/index.htm

>Tutorials and Guidebooks
https://www.youtube.com/playlist?list=PLxt9ZAGPLIpdn6CH2IbsNRYDlikLucxVe

Comment too long. Click here to view the full text.
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>>957201
Construction geometry, external geometry, symmetry constraints, and equality constraints are all good ways to avoid redundant dimensions. As an example, pic related is a sketch that I drew for a bracket I 3D printed. (The light blue lines are construction lines).

If I'm understanding your picture correctly, I think you want to start by importing the two outer circles as external geometry, then fix your points onto them with the "Point on object" constraint.
>>
>thread created in 2022
>>
Any of you fags use Tekla to make models? Any Steel chads here? I'm trying to gauge what makes Tekla popular and what institutions use the software besides steel detailers.
I want to know the same thing about Revit, but it seems like Autodesk products are the absolute standard for CAD shit, so I am easily able to find lots of uses for Revit.
>>
>>899937
didn't know there's a general for this
In Revit, can I use the same linked CAD file that contains all of my floor plans for a multi-storey building but to display a different part of the file for each of the levels?
>>
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>>899937
I want to learn CAD to work on some projects I have in mind, and I plan on taking a solidworks course over at my local community college sometime when my work schedule clears up. I don't want to go in blind, what is the best way to get access to the software so I can follow some tuts online until then?

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Sup, /3/? I’m sick of Cris shitting up /v/ and all of the other boards with his dogshit models so I have decided to combat him in his domain.
You might know me better as the guy who made that one Jet Force Gemini picture, but I have much more impressive stuff than that.
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>>977693
Ok
>>
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Here’s the Saberwolf render that’s used in my game’s manual.
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Boogeyman Mechrezoids, or the Not-Tohungas.
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I love all of these!
Please make more!
:) :) :)
>>
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>>978011
You got it, my guy!

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i want to rip the Transformers models off the chinese PUBG mobile, is there a way to get them? tried asset ripper and ninja ripper but neither worked
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>>972952
i tried, but it says i need to enter the game, and once inside i need to be looking at the model i want so it can be extracted

wich i cant since i need a chinese cellphone to enter with either wechat or QQ

maybe getting a chinese to help?
>>
>>973031
What about something like https://grizzlysms.com/ ?
>>
>>977407
idk man, looked it up and the company is super shady, stealing peoples phones
>>
>>970946
download an android emulator and some tool for ripping out of it, I did it like that long time ago
>>
>>978040
i am trying, but ninja ripper requires you to be on the model you want, and click rip, believe me i have tried

i am desperate man

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Thoughts? Assuming the subscription costs don't matter.
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Does any of them allow for WASD camera movement?
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>>969357
You can learn Maya in a day. Blender on the other hand....
>>
>>977870
Yes, Blender allows wasd. Press Shift ~ and you enter the free cam wasd mode.
You can even record camera movement created that way (and then smooth/edit it etc.)
>>
how to download from autodesk?
>>
>>969357
blender if you want to make models for the web or games, maya if you want to work with others that work with maya like in this video
https://www.youtube.com/watch?v=l113tj52TN8

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>1000hours
>still cant do shit
>help

i really wanted to make low poly models
but i never like how they turn out
am i just trash at texturing?
i´ve read the main tread and watched loads of tutorials but still feel lost
what am i doing wrong?
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>>978020
I'm not expecting anything anon, I am a total beginner here so when you gloss over things I dont understand what I missed, only that something was probably glossed over
So you DO use decimate and then manually go in and fix each model am I hearing you right? that's why you get outputs that look like this >>977727
If that's the only way to do it I guess I'll have to either take some blender courses or work overtime and let my experienced modeler tackle the problem. probably the latter because even if I did do the former I'd want access to their work advice in detail instead of continuing to pester you.

Am I on the money for how this is done?
>>
>>978021
no idea wtf decimate is
>>
>>978023
https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/decimate.html
>>
>>978024
I only use 3dsmax
ask in stupid questions thread
>>
>>978025
i see, so you use 3dsmax. Well I'll head over there too I guess, maybe someone will know but I figured I'd try the low poly thread first. thanks for all the help so far anon


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