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File: Shells 3.png (672 KB, 1024x1024)
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What is the best way to make fur shells in Blender? I can't seem the find any tutorials or information on this. Everything I turn up involves baking everything from the fur mesh to a single texture and mesh, nothing really covering shells.

Pic related is my attempt at baking a hair particle system converted to a mesh then baked to 5 textured shells only baking the direct diffuse light. So far after messing with the bakers in blender such as AO and Normal, this seems to yield the best results, but I am sure better can be done.
3 replies and 2 images omitted. Click here to view.
Okay first off, why? second, what's the intent of this?
...and the FPS is effectively halved on a mid-range gamer card. No, thanks
Fucking this.

What about games on phones with fuzzy characters or objects? Then what genius?
>What about games on phones with fuzzy characters or objects? Then what genius?

Then you stop being a faggot and go google breakdowns from fucking 2004. I believe there is one from Shadow of the Colossus.
The shell method is way older. So much older that I wrote an article for a magazine in the 90s about it.

File: 3d-Blender-1.jpg (84 KB, 850x1020)
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Hey /3/
Any advice on how to get started as a noobie in Blender? I tried watching tutorials but my eyes started bleeding. Tips and references would be nice. Thanks!
35 replies and 10 images omitted. Click here to view.
File/Recover Autosave
eh, too late anyways
Not necesseraly. It keeps the files for a while.
at any rate im getting a much more interesting result now
File: 1522029307296.png (1.06 MB, 1920x1160)
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still not sure how im gonna attach the shell pieces to the body via limbs tho

/ic/ here, I'm slowly mastering the trad art, at what point should I advance into blender and 3dsmax (know some basics, but still grinding hands and faces and perspective daily and it keeps me busy)? And what should I consider if I want to do /3/ stuff for living? I'm 25, no time for failures or changes of mind, anymore.

Are video games and TV (quite common in here) the only jobs that make use of 3d stuff?

Is 3D printing (modeling in CADs) an employable skill outside of niche marketing companies?
2 replies omitted. Click here to view.
>I make extra money selling my renders on posters, shirts, and all sorts of stuff.
Not OP, but I'm interested in this. What sites would you recommend? I heard of Redbubble, but this is a space I really know nothing about.
3d printing is a rough business. You can practice on FDM machines that run like, 300 bucks in your garage and get some experience with the software side of things in NURBS modelers, but its all hot garbage. The people who are really good at this are making art/culture/sculpted adnois won't touch FDM. Those designs are extremely hi-poly meshes and fragile with too much detail to print. Requiring SLA (or even stacked powder printing) just to exist. And guess what- that's where the money is. That's the whole point of 3d printing, no one wants shitty home depot DIY plastic cases. So on top of this crazy high poly modelling that's super fragile, you gotta learn about injection molding (because your print is just a master copy that will be mass produced without a 3d printer). There is kind of a similarity between 3d printing and those anime resin figurine kits from the 90s. Artist makes the master model, breaks it into castable pieces, and uses vacuum tank with silicon to make the mold, then shoots hot epoxy into it a million times. But in your case, you will probably be running a bank of form 2 printers or if your lucky an HP inkjet that comes out perfectly after you model it and all you gotta do is mail it to the people casting it.
If you actually like blocky CAD nurbs 3d modeling, you should get into solidworks and CNC fabrication. They use tiny drills to actually make a steel mold of your blocky thing with gcode and pathing and kerf and all that horseshit I hate dealing with.
>zbrush is the best and only way to make hi poly SLA/powder 3d printed models. Blender is what you bring your model in for rendering it can't create this kinda stuff.
I use Redbubble and Threadless.
If I gotta be honest, Threadless is a little better in terms of margins, but Redbubble is decent just because of the variety of shit to put it on, and it's just a "set it and forget it" kind of thing.
I've tried to get into Patreon for a bit more consistent income, but I can't really figure out what to really give out on there.
I also want to try my hand at printing out some of my work and selling it locally at art fairs and the like, but I haven't gotten around to it, and haven't really found a place that prints cheap enough.
Wow, really cool that I got these answers I expected /3/ to be much slower.

>If you've got a good enough grasp on form, lighting and volume I'd say jump in. I would keep doing traditional art as well though, as it's a different mindset to 3d and might help you later on.
>the job part
Sooo, is it sort of like... the freelancer thing for /ic/? I'm OK with it as I'm only mildly sociable and I fear corporations, but isn't it difficult to find commissions? At least, right now I'd have no clue where to look. I'm EU, btw.

Sounds like a huge upfront investment, doesn't it? Is it mostly for industrial customers or do people who want these models/molds are also smaller businesses?
>Sooo, is it sort of like... the freelancer thing for /ic/? I'm OK with it as I'm only mildly sociable and I fear corporations, but isn't it difficult to find commissions? At least, right now I'd have no clue where to look. I'm EU, btw.
Dunno about the /ic/ freelancer thing.
But all I can say is do your best to build a following. Commissions will come with that, though it helps to remind people from time to time that you're available. A good way to get a quick boost of followers is like I said, follow trends. Do artwork tied to popular franchises like Nintendo games or popular anime. You'll build a following rather quickly as they're generally high profile and have a wide audience. Then as you feel comfortable with your work using popular stuff, gradually shift focus to what you really enjoy doing. Obviously you'd have some bits of that in your work beforehand so the transition is smoother. So for example if you like doing environments, maybe recreate areas from games or something, then later do original environments.

In any case, it's good to be aware of what you can and can't do. Don't take a commission if you don't think you can do it justice. It's also important to always stay professional, conduct yourself like a business, not a high-schooler.

File: scenecity.jpg (271 KB, 1920x948)
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Does anyone have a (torrent) link for a SceneCity download?

Ive been trying to model a city for 4 days now and it just looks absolute shit. The addon is way too expensive right now.
7 replies omitted. Click here to view.
Why does a free software have paid plugins? That's not what comrade Roosendaal wanted.
The GPL license allows it, smartass.
Only the building assets are non-GPL. You can redistribute the plugin code itself.
I suppose you can use this in Blender too and add you own things, are just .obj

So soulless.

File: Arashio for mmd.png (161 KB, 730x410)
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This, please
2 replies omitted. Click here to view.
Can you share yours?
One detail, I delete (or not download... I'm not sure, because I'm not attracted for) Asagumo and Yamagumo, but Minegumo not are modeled(or I not found)
>>667388 This contains the original files in japanese, I forget to mention that.

I'm doing the cover for an album, need to do the 3d design for a creature and then some graphic design (probably illustration) on top.
How much should I charge my client considering this is the first commissionI take?
25 replies and 4 images omitted. Click here to view.
their daughter's virginity
>You may end up broke,but you'll be knee deep in promised organs.

have you tried making the tongue longer and thicker? i feel like it'd look cool

here's a fun Twitter follow https://twitter.com/forexposure_txt
File: mad.png (341 KB, 620x407)
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thanks, I needed my daily dose of righteous rage
Depends on few things.
What country are they from, what country are you from, and how much time will it take vs how much it should take you.
If you are both from some shithole like India charge your local average pay +50-100%
If they are from a rich country charge their own rates.
If you are from Canada and they from Nigeria they probably cant afford you

But assuming your live in first world you should charge 150-300$ a day
As for how much it takes, i could make a polished model with no real rig or retopo, just auto shit or zbrush composite in 2 days and maybe another 2 for variations, if you take more than 5 work days you are taking too long and you need more experience

Why would anyone think it was a good idea? The whole advantage of non-live-action is that your characters are built from the ground up, they can look exactly like their creator envisioned. They aren't just another actor playing a different role, but the character at its purest.
But, yeah fuck that, let's constrain ourselves by reusing the same character models.
19 replies and 2 images omitted. Click here to view.

Well I actually like it. Now, characters in capcom games don't look like shonen characters anymore.
File: Untitled.png (394 KB, 532x700)
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>Because you're forgetting the appeal of actors.
So, how come 3D hentais made by the same studios do not do it? Even in 2D ero-animes, it's very rare (the only example I know, being the pic related).
Daz: Origins.
All anime characters look the same. Your point is moot.
They did it on a level/scale and with technical proficiency that was unheard of at the time. Pushing the envelope.

All while Poser/DAZlets 20 years later push absolutely nothing.

File: DabIaHgV4AEJO5L.jpg (43 KB, 1098x699)
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where do i go for quality anime modeling
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File: okcool.jpg (131 KB, 963x745)
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not anon you replied to but the picture you sent still looks good. Same with pic related
I can't imagine having taste this bad
Ask your dad, he'll be able to show you.
Different situation. Western toons actually make sense.
learn to draw first, its more easier.

File: 1522635962611.jpg (44 KB, 564x564)
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I want to start modelling and UVing in 2.8. /r/ a list of the required addons to make this doable, and if paid, where to find the free versions.
57 replies and 13 images omitted. Click here to view.
Export the mesh, import it in the latest version working with Retopoflow, and do the work there.
thats like 86 dollars
It's free on GitHub.
Just like retopo it? What do you need an addon for?
is there a way to have the orientation follow my selection like in previous versions instead of being locked to my cursor?

Sorry for this generacy.

But. im a failed comic artist. Or rather one in training. I wanted to make a hentai with a story. I uploaded pages online, but i just never got any views cause im pretty bad at drawing. ive been tossing and turning in my bed, thinking about future. And i come to conclusion; drawing doesnt feel rewarding at all.

im thinking about what i want from art. And
i want to capture that feeling of being 14 again and watching hentai at 3 am on a school night- the greatest feeling in world.

so. i was thinking. Maybe i should try to do some episodic porn series, with 3d animation. But. i have no idea what i would be getting myself into. And how many months of work i would be looking forward to; creating my 5 min episode 1 of porn series

So /3/. I ask.
Should i do it. Should i try to make my hentai series with 3d modeling and give up drawing? Or not. I will say, it will be weird doing animation, since i am a manga purist (except for fapping)
3 replies and 1 image omitted. Click here to view.
have you ever seen anyone on /3/ doing respectable 3D manga characters ? Wrong place dude. Your answer is in another internet place.
All of these responses are good and valid I just wanted to highlight that in the OP you mentioned that it might take months to get good animations. A more realistic timeframe for good animations is about 3 to 5 years. Only commit if you are truly committed to 3D.
You can get good enough to be a full time porn animator in 1-2 years.
Any examples? dated work from beginning to current?
just keep going, work on your fundamentals, grind anatomy and perspective, and maybe later you can jump to 3D.

you suck because you haven't put the effort into learning your fundamentals.

Also, art is a long life plan, you don't simply stick to art for a couple months and get gud and that's it.

Learn to enjoy the journey and maybe five years from now you could become whatever you dream about.

read loomis for motivation.

Looks really great for rapid prototyping stuff
17 replies and 2 images omitted. Click here to view.
It needs retopo / complete sub-d rework.
Moo / fusion are only really good for concepting and static background elements that can be textured procedurally.
in moi you can export it as an obj with ngons, retopo easier, and if you just want to put out an image, you can pump it throught the rounded edge shader in modo to bake the normals
is fusion 360 the same, if so then why are people other than engineers using it?
feels like it increasing the work process rather than reducing it, am i wrong?
Moi3d and Fusion 360 are not the same, they may model cad but the workflow is completely diferent, fusion has way more tools for sketching with real sizes taken into account, imagine it as a leaner solidworks.
>feels like it increasing the work process rather than reducing it.
you could see it that way, but when they ask youo to put out a model with real sizes for either renders or 3d prints, fusion 360 is really good.
>feels like it increasing the work process rather than reducing it, am i wrong?
this are my steps for rendering an image from moi or fusion 360

>model in fusion
>export step file to moi
>export obj with reduced topology
>cut uvs in rizom vs
>import to modo
>make low poly and high poly
>explode and cage low poly
>put rounded edge shader on high poly
>export low poly to substance painter

Comment too long. Click here to view the full text.

Any tutorials to make a female body with CAD? Used a CAD software to model some robots before but I wonder if this could work for more organic stuff

Any recommended tutorials for creating hard surfaces in ZBrush?

I've tried shadow boxes and using the clip curve thing but they don't look as clean.
>hard surfaces in ZBrush

Check out this guy, see if you can keep up with his speed of teaching.

just look into Zbrush Youtube official channel. there is whole class about.

File: stairs.png (14 KB, 847x626)
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At least on render, it doesn't seem to affect the top floor.
4 replies omitted. Click here to view.
>should the bottom of the object overlap with the floor or should it be just 0.001 unit above the floor?

That's ghetto but it should do the trick depending on your camera's near/far clipping distances. This is called z-fighting and happens when your GPU can't tell which polygon should go in front because they're in the same spot.

One trick that sort of works for me is to merge the objects into one. It seems like the GPU calms down a little when the polygons its rendering are part of the same draw call and you don't get as much of the awful flickering.
I like to put them 0.001cm above the floor, because it makes me feel better. But it really makes no difference.
is the 3d industry full of OCDfags?
because i do that and i know plenty of others that also do it
I have a thing for precisely positioned objects and rounded numerical values.
Delete the bottom of the object, extend the walls into the ground, cover with wall trim.

File: mental.png (9 KB, 1029x208)
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anyone still using this legend?
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File: BlenderIsJewish.png (77 KB, 2000x525)
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What's the deal with the floating plants on the right?

Anyway, have you considered Corona?

honestly not sure, never met a good 3d artist who doesn't use vray or corona.
It's faster, 2 hours vs 20 for equivalent quality. In 3ds though mental rays additional render elements are broken so vray is better if you need those

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