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So I was just told that daz3d CEO Jim is in hot shit with the owner and other investors.

I guess they are looking to off load as soon as possible and cash out. They want a big fish to bite but want out of the situation fast.

This is where things get interesting. Talking with some people at hivewire it turns out that hivewire has traveled out to Israel and has had a lot of calls back and forth.

What does this mean? Hivewire might get daz or they are trying to present themselves to purchase daz.

Is this a good thing? Will this hurt or help the community?
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>>
testingggggg this tripcode cause i screwed up
>>
>>685851
but they updated Studio recently (wether this strand based hair system is really useful is another question). So is Rob Whisenant (or so) the last programmer at DAZ?
>>
>>686000
They did less work than you'd think since the hair system is just them buying out the Garibaldi plugin.
>>
>>686000
I believe Rob Whisenant will be the next to go or will be in the next round of layoffs. From what I've heard he has barked at Jim, Matt, and other management when they try shutting on him and the others.
>>
>>685662
Anything but adobe.

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https://www.youtube.com/watch?v=Atw16f8wZ6Y

This seems to be a lot better than the standard way. Where you model everything and etc.

Instead you just use modifier on very simple objects.
>>
>boomer giving some workflow that existed for a while a flashy acronym literally no one asked for
Just boomer things.

Anyways, non-destructive modelling is incredibly nice even though I sometimes think a bit autistically about it, thinking it might make you turn more and more sloppy in your workflow. But in the end I guess it doesn't matter if the result is exactly as wanted. The biggest advantage of it I love the most of course is the ability to be able to change literally anything really quickly at every stage, so yeah, perfect for prototyping shit but if you aim to churn out game ready stuff using 2D reference, it might be faster to just do the mesh the old fashioned way from the start so you don't have to spend time retopo your shit afterwards.

>Spend $600,000 to go to art school to learn how to sculpt deformed alien heads in Zbrush
>Some random nip on twitter who taught himself how to model consistently busts out studio quality models by stitching edge faces together by hand

Is sculpting a meme?
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>>679885
So you need to be at least as good as the person you are critcizing for your point to be valid?
No wonder you are still unemployed anon.
>>
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>>685952

Another blentard
>>
>>685911
>https://www.artstation.com/artwork/9e3lgv
the pros look whatever tool they're good with, even blender
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>>686166
ignore the link
>>
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>>686166
>>686167
>>Excellent!
>>Great work!
>>Beautiful!

So I was watching Toy Story 1 in Netflix and the textures look so good.
Were the textures and normals that good back in the day or is it an enhanced version of the movie?
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>>
not going to deny how much of an amazing technical and artistic technical achievement toy story was at the time, but let's keep things in perspective.

i pity the poor lighting guys who probably had to sit there and place hundreds of lights in more complicated scenes though.
>>
>>685069
>alright mate you need to 3-point-light every asset for every shot of the movie
cut sideways for attention, longways for results
>>
>>685067
Yeah that sounds right. I kind of figured normal maps were kind of new-ish. I remember all the hype for Halo 2 using normal maps and Doom 3. I didn't really understand the hype, and I imagine most of the people talking about it didn't either (just like raytracing cards nowadays), it just sounded like something super gimmicky that wouldn't really catch on. Then again, with shit like Doom and Halo using it, most studios would HAVE to jump on the wagon to keep up.

I just remember seeing a ton of those perlin-noise style bumps and shit in Toy-Story, which made me figure they weren't using normal maps, since if they could they would.
Still crazy all the amount of tech we still use that was developed around that time and for that movie specifically. Even if it's all come a super long way since then, it's all still fundamentally the same.
>>
>>685068
Actually it was 2009, they remastered it for 3D and I think they took the time to rework the textures and lighting to being it more in line with the rest of their stuff.
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>>684998
When you're an artist you can go beyond graphical capabilities.

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I made some low poly islands. I hope u guys like em.
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the backgrounds ruin it
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looks like poopoo and doodoo mixed together and a thread died for this
>>
A E S T H E T H I C K S
>>
>>686125
You're about 5 years too late to the party OP.
>>
I really like them

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OP of the UE4 general here - yep, I was pissed the thread didn't survive for the full year. I was planning to update it in 2019, but didn't really pay attention in the last few months to notice that it has actually been killed by all the new garbage threads that got opened in the meantime.

Opening a new one, but this time let's add Unity here as well. It keeps getting better and better and it has actually been my main engine for the last few months (still prefer UE4 though).

Hopefully these threads will be more active this year.
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>>
Is anyone familiar with baking fluids to texture maps for use in Unity / UE4? I can't find any tutorials, and am wondering if it is possible to at least try it out in Blender?

I can't find many tutorials, but the workflow is mentioned in this article. It was made in Houdini though, and I still have no clue what is happening here:

https://80.lv/articles/001agt-004adk-006sdf-making-a-seashore-scene-based-on-simon-stalenhag-art/
>>
What's up with AA in Unity? Every option I can choose in HDRP 2018.3 (No, FXAA, SMAA, TAA) is jittery. TAA is blurry as hell but by tweaking it I can give it sharpness, but then it's still jittery. SMAA which is a default one looks the best, but it's too blurry.

Grass especially looks horrible and grainy because of this. Does anybody know how to improve this?

I had problems with this in UE4 too, but at the end I kinda solved it with TAA and a shitton of sharpening effects.
>>
Unity's vfx graph looks amazing and can handle incredible amount of particles compared to Shuriken. But how does it compare to UE4's Niagara?
>>
>>676074
https://thevideosuite.com/alternative-math/
>>
>>686154
Nice short.

Alright lads.

I just wrapped my head around UVs and now they stack and are called UDIMs instead, or something like that.

The program I'm trying to port this to doesn't support those however.

All the tiles are using the same texture. Can I unstack the islands somehow and get a regular old single texture out of it? I've been trying to wrap my head around it for several hours now, but I'm too retarded.

tl;dr: udim unsupported, how get regular texture out of it?
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>>684824
>>684839
>stay away from udims, you don't know what you're doing.

Shit, I thought that much was obvious. It's a ripped mesh that came like this.

I accomplished what I was trying to do by making the worst UV layout in history.
>>
>>684831
>you don't need to assign color or mat ids
you still need to assign them otherwise they go NO WHERE, shit face.
>>
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>>684892
>>
>>684812
add some padding around the edges so it doesnt overlap into the other squares
>>
>>684908
they go nowhere? with UDIMs your textures are numbered so they automatically go in the right spot.

If your head's island is on u1v1, your texture should be called skinDiffuse_u1v1. There's no need for mat ID.

It's bugging me. Plus, I really enjoy Puppet Combos games.
>>
>>685963
Yeah I know that one.
Pretty sure it's something called Questions Thread. You can probably find it around here.
>>
Unity, now fuck off and dont come back here again
>>
>>686135
Anon, that wasn't necessary. He did the thing and posted in the right thread.
Should have just let it die.

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I've been getting into blender recently and started experimenting with volume but a lot of what i do ends up too bright or with not much contrast. Is there a way i could fix this without post processing?
1 reply omitted. Click here to view.
>>
Indeed, you might want to invest some time in learning to read first, OP.
>>
>>684287
So basically, you need 1 answer for this thread?
As in, it's a single question requiring a single answer?
>>
>>684287
Try less density on the volume
>>
>>684336
I have a lot more questions and its easier if I get all the answers in my own thread.
>>
>>686118
Looks like you posted one question faggot.
You're not special, even though your mommy tells you you are.

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https://www.youtube.com/watch?v=yHfLyMAHrQE

This looks damn realistic. Even better than some CGI done today.
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>>685422
https://v1.escapistmagazine.com/news/view/96045-CGI-Prehistory-The-Making-of-the-Death-Star-Computer-Graphics

https://www.youtube.com/watch?v=yMeSw00n3Ac

here you go fucking retard.
>>
>>685394
How young are you jesus fucking christ
>>
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Why are sgi machines so aesthetic? I miss the concept of bespoke hardware and the closest we will get these days is fpgas and shit like this
>>
>>685429
there is a fucking reason for the only 'real' cgi in this movie being wireframe/vector graphics because there was absolutely nothing in 79 that could have made filled let alone textured polygon graphics within reasonable time
>>
>>685405
A hilarious amount of it, people always make fun of the special editions for that very reason.

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now THAT is innovative
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>>685231
Way to out yourself as a zoomzoom.
>>
>>685172
It's a fucking monitor stand you incel.
>>
I know I'm not supposed to think of a cheese grater but they're making that really hard for me right now.
>>
>>685100
Not him but I have it, really good grater. I'm pretty sure I've never used 2 of the 4 sides on it though.
>>
>>685303
well, my mac pro from 2006 is still going; it looks like they finally embraced the nuclear bunker concept

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seen the Lion King pics
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>>684689
I don't need Disney's convincing to know that I wanna fuck a lion.
>>
>>684940
I think you mean soulless.
>>
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Literally whats the point of making relastically animated kid movies? The acting and story dont mesh with realism at all. Not to mention the characters arent memorable when realism is the style. Like--ah yes, a lion, I know that character.

2D animation and cartoonish 3D animation arent a thing because they didnt have the budget or technology to make something realistic. Theyre used because you can convey emotions in ways that cant be conveyed well in any other way without being creepy as shit and/or making your oh so realistic model look unrealistic. How do you sell toys? Every generic plush thats the same animal in the movie can be slapped with a label saying its that character.
>>
>>684574
It's just not the same when it isn't Nathan Lane. His gayness made that character.

>>684637
Wow I haven't seen that in years
>>
>>686111
In fairness Billy Eichner is also gay.
>>686065
>Literally whats the point of making relastically animated kid movies?
We both know the answer to that. Though admittedly, at least it's a lot easier to do with Beauty and the Beast than with Lion King.

1974
https://www.youtube.com/watch?v=SPMFhcC4SvQ

Do you think they also played with boob size parameters back then?
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>>683397
>often
emphasis on often, not always.
also, your post is in part bullshit because even if they pulled the software from somewhere, most computers even up to 1996 would barely or not be able to run 3D modeling software, especially not rendering clips like that without taking literal months to render.
>>
>>683413
>run win95 in a vm
>give it 5ghz
>done in 10 seconds
>>
>>587320
"Grass looks much greener, but it's just green painted cement"
>>
>>574434
I want to fuck that robot
>>
>>683985
this is a real weird lyric to drop here especially considering I am listening to it right now

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What are some basic tutorials to make in Blender basic special effects for magic-like stuff to use in videogames?
>>
https://www.youtube.com/watch?v=YzeXCfWLD0Q
>>
>>685139
You really don't want to do that stuff in Blender. Create your particle systems in whatever game engine you're using.
>>
>>685157
Why?
Do you mean just cos blender or would you say that for Maya/max/SketchUp also?
>>
>>685407
Not same person but he's right.
If you want to make fire FOR GAMES you need to do them in the game engine (Unity, Unreal, Godot, etc). Because it's not the same kind of fire you make in a 3d app. In modeling apps (Blender, 3dMax, Maya, etc) you make millions or billions of particles, which takes a lot of time to compute, but looks real once you render it. In a videogame you use a fire texture with much less particles, maybe tens or hundreds. Which looks good enough, but you can also embed with "logic". You can use it to burn items, or hurt enemies, or spread it in real time through the environment. Blender fire is only good if you already know exactly how the fire will behave, like for an animation, or as vfx for a movie.
>>
ok, so what are some tutorials to do it in Godot?

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Let's go over an estimation of the time it takes relative to quality of the model and quality/lenght of the animation
>>
Aaaaas
>>
>>685181
Even low quality animation takes forever. High quality animation is not achievable as a single person.
>>
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>>685181
What the fuck


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