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Imagine being a "weapon artist". I mean, respect for their skills but it's such a weird job title.
No fps games without them.
Yeah, but it's funny how specialized everything became. There are people that spend their lives making weapons, rocks, skyboxes... Maybe I'd never get into AAA industry with that mindset, but I wouldn't like ever focusing on something narrow like that and not doing anything else.
Really inspiring. The AWP looked amazing
I think for some it's less of an art and more of a straight-laced job. In that way the specialization is less of a limitation and more of "This is what I do.", if that makes sense.

I've heard a lot of people say Thanos is, but I think his effects will appear somewhat dated in the near future. To me at least, Pikachu takes the cake. Before I knew about the movie and just saw the wrinkly face meme I thought it was a puppet for an advertisement or something. I think the cuteness helps a lot too, even shitty CG characters seem passable if they're cute, but Pikachu manages to cross over from being cute like a cartoon character and all the way into being cute the way an actual animal is.
Who do you think it is?
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god I fucking hate Pikachu
Shiiit, I don't make the rules.
Maybe it was easier that way. To be fair, they both look like they were shot on site, just at different times. So in reality, the order they showed them in doesn't matter. They're both composited into the same scene that was shot in the same place. Kinda like duplicating yourself on video.
The ones shot in front of a greenscreen shows that in those scenes, so it's safe to assume the lion scene wasn't.
Davy Jones from Pirates of the Caribbean.

It's been what, 13 years since that shit came out, and he is the BEST looking cg character I've ever seen to this day.
Yup, this. Still fucking impressive.
And it was even before PBR materials/renderers were used.

Suck it, CGlets.

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everybody on this website better learn how to make a donut in blender.
Or what, punk?
I don't blend. I vue, so f u.
Looks like a Daz render honestly, very flat
>what is focal length?

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I have some wet maps that look great on a characters face, arms and legs. However because her breasts are so big the texture gets stretched and the water rivulets and droplets don't look convincing anymore due to the stretching. Is there anyway to avoid this? In what way would I need to modify the texture to avoid this?
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She needs brighter eyes. The sclera looks like wet paper
>can't unsee that now
Should I apply the same settings to the sclera as the iris?
If you look at photographic portraits, it seems like the sclera appears white even in dim settings. I think photographers adjust their cameras and the lighting to get full detail of the subject's eyes. I would brighten the sclera so it's a similar brightness to the glossy sweat and try to get some bumpy and colorful reflections in the irises.
is this the blender donut thread?
I had a similar issue with my character except he had a huge nose rather than huge breast. Go back into the uvs and cut a seam from the nipple down, that should help flatten it better.

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Someone finally ripped models from the game
Is anyway gonna do anything with them, if it is even possible?
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That camera work makes me nauseous.
>model has too many errors
>decided not to release them
Dead end, boys
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Good god, you untalented whiny faggots. Could've build them yourselves three times in the time you spent crying over shit.

The absolute state of /3/ weebshits...
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y u bump
it no help

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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>>industry standard
>>big companies use all the softwares

focus on the work
Focus on tutorials from the past year (H17 and onwards). Houdini is kinda obtuse in its updates, nodes get replaced, merged or separated and older tutorials can easily befuddle beginners. There's loads of free stuff from sidefx and others on vimeo that is as good or better than paid tuts, so don't ignore it.

Rohan Dalvi is the best Houdini tutor for general 3d. Really good pace for beginners and ultimately focuses on making pretty pictures. If he does use vex it's very clearly explained and not just rattling off code.

Steve Knipping (appliedhoudini) is well regarded for fx. Personally found his stuff a bit meandering because he doesn't always layout what he's doing in advance. Check out his free stuff first and remember that the courses aren't necessarily sequential.

Entagma are more motion graphics side, and generally deep dive into vex without explanation of the specifics. Good for existing coders I guess.

the industry is about iterations and a procedural approach is the most efficient way to iterate.

Thanks a lot for the recommendations, anon, I'll take a look at them. Good thing I've been into coding recently
Thanks anon I was actually going to get a rohan vid on terrains but found a gnomon workshop on Houdini terrains, does everything in a 17 and even goes over using satellite images to recreate landscapes. Decided to start learning today, so hopefully I get there within a few weeks

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I remade that one 4chan meme from /b/
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I was about to say it
what´s your age again?
Which software to achieve the shitty look?

Looks like MagicPoser which is a mobile app for making reference images for 2D illustration.
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are they going to tongue her anus ?

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mediocre bait
cmon man you got to bait harder.

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Any recommendations on modeling something like this? Any useful guides or tutorials? (I know all the technical aspects of Blender, I'm just not that imaginative). I have a ton of reference images, but I really don't even know where to start.
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those pieces aren't very simple though
As a fellow /k/faggot I will probably be showing up here. OP is based for making his own gun shit. Also, does anyone have tips for calibrating Blender for 3d printing, or is that more of a /3/ question?
Get fusion360, export cubes 1mm 1cm 10cm 1m 10m import into blender. use that to work out the right size to save things as.

Break those pieces into smaller pieces then. The point is that anything that is difficult to tackle, is easier if you break it into more manageable chunks.
Is this for a game or are you making an actual product? If the latter then blender is a no no

Hi /3/,

I am going to buy a new laptop for 3D with an Nvidia RTX 2060 GPU.

I was thinking to buy one with a RTX 2070 or RTX 2080 but the prices go crazy, you need to add 400$ for an 2070 RTX and close to 1000$ for the RTX 2080.

So, this idea came to my mind: "Buy an exrernal GPU!".

I was thinking to buy the Razer Core X + a desktop Nvidia RTX 2060 or 2070.

So now my questions are:

> Would my laptop use his own GPU + the external GPU if I do render by GPU

> Do the Razer Core X is a good choice?

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Make sure you get one with a good IPS display if you're dealing with graphics of any kind. Sorry, too much in a hurry to look up yours, but many people forget about this

Well, well, well.. to be honest first time I read this message I laughed and the second time I even laughed harder.
It was funny I really laughed.

Your autism is delightful.

I think you come from Brazil or Colombia.

Okay, thanks anon, I planned to buy a 4k monitor (Asus or Philips).
Don't get Philips, anon, the quality dropped harshly over the years
okay, thank you fren.

Asus it's a good to go?

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Your opinion of the software.
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I hate the Arnold renderer.
What kind of retard makes a default renderer for their software barely work with it's default shaders and lights?
outside of it being the crashiest part of maya, arnold is the nicest looking renderer under active development today
I like Renderman's look better personally but Arnold is significantly nicer to use and its Maya integration is glorious
what exactly theres to hate about it? its so simple and organized
Blender is becoming better.

3DS Max still solid though.

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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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Oh yea I love The Regressor's work. He has a ton of material. It's not quite perfectly on the money, but it looks close enough for my liking i'd say. Definitely check him out!

Also Here are some Brinstar caverns I worked a bit on. Looks way cooler in 2D I must say, but I'm trying to recreate the effect somehow. Open to suggestions though.
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Here is the Super Metroid Brinstar reference.
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Hey guys I'm a big Mario64 autist and N64 graphics nerd so if you have any questions on what an actual N64 game could be capable of I can probably answer most questions.
Many people here seem to be under the assumption that you need to reuse textures a lot and have to be super limited on triangles.
While you do need to try and optimize space and keep texture sizes in mind, you don't have to be as conservative as a lot of early devs were. For example here is an level I made for mario64 where I feel like I got a lot of detail and variety out of my textures. With certain UV mapping (N64 supports mipmapping and multitexturing btw) you can get a lot higher quality than what most games did.
Will it actually play well on an N64 or just emulators?
It works on N64 I have tested it on an everdrive

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Am I the only one here who thinks it doesn't really matter that much what software you use? They are all pretty much comparable unless you are trying to do really niche things.
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Understand that 90+% of this board's posters are clueless idiots who barely even qualify as hobbyists, let alone people who will EVER be doing any kind of formal, professional 3D work.
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Results matter the most, but most people here cannot produce good results
>most people here not good unlike me
really makes you think
For some reason, I enjoy the smell of my balls after a whole day of work.
Mari is rarely used for games in pipeline
Sculpting in zbrush is not a 'minor' difference, it's currently the only acceptable sculpter
Katana is niche and entirely project dependent, games have no use for it for example

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Hey /3 I would like to ask a quick question to you all. Whats the best texturing method for you ? Im in search for the quickest way to make good textures with as few other software as possible.

My main problem that I can make good 3d models quick but texturing them is always a slow process for me. Can anyone share me his supefast workflow?
Why do you do this please answer me i cant take this anymore its just breaking my heart and eating me up from the inside out, why? Why? This is just too much enough is enough tell me why you do this
Use substance painter if you want speed + quality. The work flow couldn't be simpler.
Create your model, unwrap it, export obj to substance with high poly to bake if relevant, texture in SP, export the maps then plug them in inside blender.

Blenders bdsf is quite powerful on its own, but you gotta knows what you are doing and has a higher learning curve than SP to get close the the same quality and it will never be as fast.

If you want stylized, consider just texture painting in blender.
My favourite workflow is importing my UV-mapped model to ZBrush, increase the poly count, polypaint it, project it onto the UV map, export the UV map into Photoshop, and paint everything else and add texture there. Then bake in Blender.
>If you want stylized, consider just texture painting in blender.
not that guy
Is it good enough for hand painting? Last time I checked it didn't even have layers
Solid UV's that compliment whatever is going to be the final texture - RizomUV cannot be beat.
Substance Painter: painting masks/applying layered texture.
Designer if something bespoke is required.
Export masks, and whatever texture cannot easily be built in the shader itself.
Build shader node network utilizing all the above.
get used to building in the node editor with masks, alterations are quicker than having to open up substance and render out a sequence of 4K/8K textures again, then apply it back in the modeling app.

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> Did a little bit of 3D back in 2015 but stopped after 1 month

> One month ago start doing 3D again, Blender 2.8 seduced me

> Previous thread: >>700182

> I decided to do a gun (357 Magnum Python [Colt]) to train my skills in hard-surface

> The gun lack some parts and details

> I am not being lazy, I have an old laptop from 2012, when I have too much stuff on the screen it take me litteraly 20 seconds to do a Ctrl + Z. It take me also something like 6 seconds to switch between object mode and edit mode

> I will buy a new laptop next January and then I will improve the project, but for now my laptop can't handle anything more

> Didn't textured, just created materials and add some noise for the wood and metal

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keep it contained in the WIP thread next time buddy

add bevel modifier at least, jesus.
I beveled everyting 0.01/ 3 segments and Weight mode.

I added some Edge Weight to specific edges, I wanted to keep some hard edges in some parts.
it looks like your bevels were effective in some parts, but not effective in others. The t r i g g e r looks terrible for instance
ok I see, thanks anon.

I think the main problem is that I din't had enough understing of the gun, I didn't find pictures that where good enough, I need to guess a lot sometimes.

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