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How long would an employer expect you to work on an individual model? pic related, how long should it take to model for a professional?
29 replies and 1 image omitted. Click here to view.
I wish I was the cat

Vitaly is an extreme outlier. No one is even close to him in terms of efficency.

He's that fast? Perhaps he should slow down and think things through then. His work is impressive in terms of fidelity but most of his surfaces are unappealing and stressed, like them bayformers, the designs are lost in the details.

That guy could probably make some really memorable things if he cut back on the kitbashing.

Massive cope.
the bulge needs to be bigger

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is there an animation technique or method which simulates the sliding motion of a surface over a fixed mass that doesn't rely on full blown simulations?
in other words, the surface mesh moves while maintaining the illusion of a fixed mass underneath?
Yeah, you can do things like this with various constraints to the position and rotation of free floating bones that emulates connective tissue and muscles. It's conceptually simple but can be extremely complicated to execute well in practice.

One very simple but useful example of this is a extra bone at the knee, elbow, knuckle, buttcheek etc that rotates halfway between the parent and the child of the joint to counteract the scissor like pinching as a joint closes.
Just cut the crrap and say you want to to animate boobs man.

maybe we t/3/apots actually will make it in the end
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This is disturbing, it's like looking at a bot or something.
>20+ Million views
Humanity is a lost cause.
I bet the artists got scraps.
As far as I know the video got produced by the game development team and I think they're doing well
>it doesn't make things look more realistic, nor does it enhance the artwork in any way.

that means you don't notice it when it's used right, since it's used in most film and games
it's a boi

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I´ve been playing around with this Jojo´s models, but i got a problem with textures being fucked up.
i havent learned yet about using textures, so anybody can give me a hand?
by the way found out the models by searching in google "jojo's eyes of heaven models" and the first forum from firepunch.
You mean the hair and eyes right? Because everything looks fine as I see it.

Hair looks like it's missing the tranparency map. Don't ask me about the eyes, there's a million ways they could've done the iris.
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sorry, i used the pic from the place i found it, this is how my models look.
what in the goddamn fuck are you trying to do?

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>forgot that you're using a cracked version
>send crash report to autodesk
40 replies and 9 images omitted. Click here to view.
Solidworks is quite aggressive about their software actually
wanna hear a secret? Adsk and co. make their own cracks. They want you noob to pirate their software so you can learn it. And once you have an established career in the market, you will be able to pay their software. Trust me anons its an investment strategy.
>using a cracked version
Why? They give away student versions for free.
yeah.... i dont see any proof here so uh
You can use a gmail account to get a student license for all of their software.
And since they rerelease software every year, it's a license for life.

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Post your /pol/ related work
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>still thinks the nazis were the bad guys
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Kek wtf
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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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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.
I didn't make that. I just needed something for the OP image, preferably related to the topic.
None of that is due to an excessive amount of polygons on screen.
Are you the autist from the other thread desperately defending a sculpting workflow for hard surface?
>barely anyone in the industry these days polymodels hard surface
Couldn't be further from the truth.
I model with sculpting and baking in mind. Usually my low poly doesn't need any extra work after high poly is done.

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Tell me what you wish you knew before you started doing 3D modeling?
Or the advice you wish someone gave you?
55 replies and 5 images omitted. Click here to view.
And Blender cannot compete against, say, Modo, as a modeler. Nor against ZBrush for sculpting, or Mari for texturing. So what can Blender really compete against?
Wins against all of them in donut production per capita
Not a fanboy but lets put things into perspective and be fair.
Blender beats Modo when it comes to rigging and animation.
Blender beats Cinema4d when it comes to modelling (probably UV mapping too).
>Blender beats Modo when it comes to rigging and animation.
But it doesn't beat Maya at that.

>Blender beats Cinema4d when it comes to modelling (probably UV mapping too).
But it doesn't beat Modo or 3ds Max at that.

>Wins against all of them in donut production per capita
Nope, not even in donut modeling can Blender beat its competition. Houdini is the true leader: https://vimeo.com/279945549
no argument from me, you are right.
But based on that you can create a ranking.
What does interests me is the question: Is Modo better than Max when it comes to pure modelling?

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In aesthetics, the uncanny valley is a hypothesized relationship between the degree of an object's resemblance to a human being and the emotional response to such an object. The concept of the uncanny valley suggests humanoid objects which appear almost, but not exactly, like real human beings elicit uncanny, or strangely familiar, feelings of eeriness and revulsion in observers. Valley denotes a dip in the human observer's affinity for the replica, a relation that otherwise increases with the replica's human likeness.

Examples can be found in robotics, 3D computer animations, and lifelike dolls among others. With the increasing prevalence of virtual reality, augmented reality, and photorealistic computer animation, the 'valley' has been cited in the popular press in reaction to the verisimilitude of the creation as it approaches indistinguishability from reality. The uncanny valley hypothesis predicts an entity appearing almost human risks eliciting cold, eerie feelings in viewers.

Post examples.
79 replies and 19 images omitted. Click here to view.
wtf man.
Looks like all these indistinguishable Victoria 4 variants over the years.
stylized art is actually harder than realistic art, yknow? :^
Not from a technical point. Nothing is more complex than replicating nature itself. This is why the old masters painted years on single pieces and were still never satisfied.
first off i don't anything against eastern european woman but that's not what i think should be the standard of beauty.
half of them look like meth addicts that haven't slept for a week.
its interesting how everyone is pushing for diversity in work but when it comes to this no one fucking peeps

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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?
nice thread
Fuck around with clay, you don't sound like you have the time to worry about the technical aspect of 3D like caring for topology or texturing.

Alternatively I'd suggest ZBrush, it's powerful but you're going to need to invest time to get used to it for even the most basic tasks.

Just fuck around with clay, you've had your hands since you're born. There's no reason to get into digital 3D in your specific case.

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>n-no ngones and t-triangles
How can quad fanatics even recover from this? Boys who made the very algorithm you model for tell you it's o.k. to put them strategically if you have no other choice
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>quintangles, SIXANGLES

Clearly bait, this doesn't even deserve a you.
N-gons are literally the niggers of the modeling world. Stfu you filthy inpure jew. Like n-gons you will B-GON, only beautiful faces with 4 well aligned sides will thrive. To a lesser degree those sneaky triple sides will be tolerated.

Dont be on the wrong side of history OP, mark my words, you will be hand selected for full deletion.
>hand selected
Use topo cleanup you fucking high valence neanderthal
Not him, but what's topo cleanup?

Is cartoon porn parodies a lucrative industry? I think I’ve got some pretty good ideas. I’ve been doing a lot of tutorials from this guy called
Blender guru and I’m ready to take the next step in my career
18 replies and 1 image omitted. Click here to view.
Make sure you show her OPs pic, ideally at the restaurant the instant the food's arrived.
sure if you get into patreon
you can even grab a free marge simpson off of that one acee site and start cranking out more mediocre simpsons porn
I wouldn't say in porn parodies, no. I'd say original, weird porn in a unique cartoon kind of style would work out.
I've been trying to do just that for awhile. I have characters, just not so great at the actual animation part.
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I did some research and found that apparently you can have a very lucrative career doing those girlie cartoons we all like to see. Best of luck with your career, entrepreneurs rock!!

>got in to a art school
>it’s worse than private educational institute in my county and 10 times more expensive
Was going to say “country”, fuck autocorrect
paying money to learn art is the worst thing you can do honestly.

if its not a world renowed cg school, then get the fuck outta there and ask for a refund
if only I could pay for someone with a big stick to slap me every time I start procrastinating or pay some studio that is in constant state of crunch to let me in and drown me in their projects that would be one of the best investments in my artistic career and improve me greatly
some people, maybe even most need that big rude uncle who hits them every time they stop improving
I agree, freedom with no deadlines or responsibilities requires good self discipline

I'm trying to model a face with poor references: one front view and a 3\4 portrait style view.

I have no information on the camera used, focal length, lens or anything like that.

Other that fucking around randomly with scene cameras to try and get it right, is there any method or utility that can be used to at least get it in the ballpark? The few I've found through Google only seem to work with architectural photos with plenty of orthographic lines to reference.
7 replies and 5 images omitted. Click here to view.
It ain't easy shit m'dude. Although you should try to find more than just 1 picture of that model. Modeling off 1 picture is just dumb
>completely distort how the face actually looks.

Oh plox, whoever made Sara Ryder butchered the job. I have a vague recollection there was a hot version of the game model more true to the actress
but then someone at bioware informed them of the new policy that every female character must now look like they've gained a chromosome
so they don't scare away 'female gamers'* because "mirror-mirror-on-the wall if someone is hawter than me I must cut chunky wrists to drain the fat."

> * (hypotetical bull-dyke ones with multi-colored hair, not actual female gamers as they exist in physical reality.)
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>whoever made Sara Ryder butchered the job
They scanned her face with laser. It's exactly how she looks IRL minus the makeup part. Except people didn't want to see how she looks IRL. And their scanning process is accurate to the point face recognition easily can tell what face was used for it out of thousands of photos.
Go to sketchfab and look at some laser scans of people, see the quality of those mesh compared to what a real person looks like?. Understand that even if you do a laserscan you need an artist to interpolate the result and topologize it well
and that there is a lot of nuance missing from a scan unless you have an absolute expert team collecting that data.

But if that's how they did it it all starts to make sense. Notice how the crown of digi-ryders head doesn't match the cranium of the real girl.
She obv didn't wear a baldcap for the scan and they just did the face and let the hack face-artist they had on pay roll wing it, what a travesty.
I thought she looked bad because of the in game camera settings warping shit

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Feedback please!
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just curious, what exactly did you learn? the things I listed are mostly observation, so I'm wondering
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.
mate that website looks like garbage. just use textures.com and do the settings yourself
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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