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File: 234.png (195 KB, 732x732)
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hello i just made 3d
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>>656206
Impressive
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>>656206
that's a very strange looking donut
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your 3d is cute
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>>656206
Pretty good.
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>>656206
Looks nice.

Need help,
Couple of years back there was a very easy to use software for creating avatars, I cant recall what the hell it was called. It suited me because absolutely every aspect was controlled by sliders, almost like the way you'd create an avatar in SecondLife but far more detailed.
Does anyone know the name of this software?

pic nor related , but life size Baby Groot so why not?
>>
creature creator pro
>>
Daz 3D, Poser, FUSE, Reallusion, Makehuman
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>>667326
Makehuman, thats the one, thanks for that anon

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How do I make poly that looks pixelated/no aliasing?
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>>667025
Upscale with nearest neighbour
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>>667293
>Upscale with nearest neighbour
That's my fetish!
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>>667293
Please don't do this.
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>>667316
Why not?
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>>667321
It's bad, and cheap looking.
Though if you only do it slightly, and not extremes like sizing down to 32x32 and then up to 1080p I guess it's fine.
Still better to do as much as you can without resizing.

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>when you put the animation to render overnight and you go to bed and the pc acts like a room heater
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>>667254
>Im using keyshot
Oh there you go

Sorry, can't help you with that. Keyshot is alright to render an asset and showcase it quickly and easily, but it's really not the best tool around to render a scene or anything that demands specific qualities or necessitate optim.
>>
>>667257

Thanks for the feedback. Think i may have to try corona. My graphics card is 9 years old (radeon 6950) and cpu is i7 4790.
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>>667259

If you want to get the most out of your aged machine (while doing 130 mil poly scenes) then you have to optimize the work conditions.

For scenes with hundred millions of poly's you want to use proxy's, but even then it gets slow when using Max/Maya (they also eat plenty of RAM) so a better option is to use Clarisse for scene building, shading, lighting and rendering.
Clarisse laughs about millions of poly's.
I've rendered billions and even trillions on my old I7 with only 16GB of RAM in an reasonable amount of time (under a hour).

I have a triple boot setup, one is a bare-bone CentOS I only use for heavy stuff in Maya, Houdini, Nuke or Clarisse.
Linux renders 5-10% faster with the same hardware while using 1-2 GB less RAM.
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>>667280
>16 gb ram
>old

4 gb of ram here, and I run programs that require 8 gb of ram at minimum (SP, Marmoset, Marvelous Designer), so 16gb is not even an old pc dude.
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>>667298
what are you on about? I bought that PC 5+ years ago. RAM was dirt cheap too.
>4 gb
my condolence
but if you want to do 3D you better get some more

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With the recent reveal of the Sonic face from the sonic movie, the obvious course of action for /3/ is to be making the movie model for animations. So, i´ll be using 3dsmax an Zbrush to sculpt him, as he is... well, curiously similar to the models i usually make.
216 replies and 80 images omitted. Click here to view.
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>>666331
>those nipples
>that pussy
anon why
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>>662732
Looks like actual kitch that you might be able to sell to people who want to gift the proverbial in-laws.
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>>667097
i can assume it's mediocre when the fundamentals of a decent workflow are ignored

feel free to prove me wrong though, I'm ready to admit my mistake if necessary
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>>658317
>Biped instead of CAT
amateur move
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>>667109
>Just an FYI - using auto-rigs, automatic weights, and BVH files is pretty much the opposite of doing it from scratch.
I know, I took that NGMI as "you're going too low-level to ever finish anything" which is what I feel like sometimes, I'm studying this much to make models from scratch yet there are programs out there who do that (without as much quality anyways)

>>667177
If you take that as a fundamental sure, but I think it's quite fair to use Blender's human rig and outside animations while I'm still studying topology. I'll study that part in better detail when I master topology.

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?
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its almost as if you took the crysis suit and made it worse
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>>666771
That is Gray Fox anon, a character from the 1998 video game Metal Gear Solid .


Crysis (2007) clearly stole/borrowed a lot from Gray Fox since his image was well known at the time.
But Gray Fox too is a derivative design stolen/borrowed/inspired, in large part I believe from the 1987 work 'Bubblegum Crisis', which in turn derived it's design from even earlier works.

No matter what suit-designs like this will all end up similar because they place mechanical panelization ontop of human muscle groups.
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>>661320
I wish I was the cat
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>>665889

Vitaly is an extreme outlier. No one is even close to him in terms of efficency.
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>>665889
>>667266

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.

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Fusion has been integrated into DaVinci Resolve. I do not know what to choose. How well Fusion is integrated into DaVinci Resolve? It turns out now you can get by just DaVinci Resolve and Fusion not needed separately? Or does fusion have more features?

I am interested in compositing static images using complex masks. But I would also like to try editing video in DaVinci Resolve.
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>>666859
i edit in davinci for youtuve vids, fusion is useful for memes. integration is very good. i use blender and then export to fusion
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>>666859
fusion in davinci is sometimes slower, sometimes faster, depending on their updates, very fickle.

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anyone on this board know anything about 3d fractals? especially in houdini and mandlebulb 3d.
Im looking for a reliable way to use them in realtime in ue4. I always used mandlebulb's voxel slicing to get a mesh, but thats quite messy.

Just started to learn houdini and its amazing how much easier stuff is. the downside here is that I have to program most stuff myself in order to make the fractals as modifiable as in m3d.

Any helpfull tips on how to approach this?

thanks!
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>>663867
>imagine bugs crawling out of all those holes
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>>664205
Could you show how you made the material? Is it procedural?
I always use texture samples but I need to learn more efficient methods.
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>>665718
mostly just for fun experimentation, and I also would like to make cool environments. But yea it kinda looks like shit now :)
it looks pretty ok-ish with baked normals tho, and im sure it can still be improved a lot
>>666249
yea its procedural. I just reused some stuff from a low poly water shader I made. pretty easy to do. I highly recommend to take a look at the ue4 material editor, very easy to use and incredibly fun :)
>>
https://www.youtube.com/watch?v=YGEpfmQbVBw
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>>666791
Oh, I meant entirely procedural, without a texture sample. I thought maybe you generated the displacement sample instead of using an image.

yeah, UE4 is a lot of fun. Ive been using it for the past few years for a game and am trying to use better design and upgrade the art style. Here is a more recent blueprint I've been working on, in a test map.

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Best software for freelance work?

Maya/Max/Blender/C4D/Houdini...
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>>661951
Paint 3d
https://www.youtube.com/watch?v=SXnqcTh3smM

Alternatively microsoft excel.
https://youtu.be/FH-yCHu2UZU
>>
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>>661951
What type of freelancing do you want to get into? I did a video game trailer and small ad animation in Blender and it turned out okay, but I recommend something more professional. Blender can do a lot but using what "the industry" uses is helpful. Better yet, get familiar with multiple softwares and figure out what works best for different projects.

Also, I semi recommend Upwork. You can get jobs fast with little skill, but the pay is kinda shitty. On the other hand, I've gotten only one invite on Fiverr and haven't tried any other sites.
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>>663869
Stay tf away from Upwork, not only the paying is extremely shitty( on most occasions 1/10 of normal pay) but Upwork jews you out of 20% of what the client pays you, shadow bans you if you don't get enough clients and can downright ban you just for making bids. I stay away from that site like the plague
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>>664008
Not familiar with Upwork, but plenty of other websites, i.e. 3d marketplaces, etc. take a substantial cut just for being the middleman. As for payment, can't you dictate your own prices or are you somehow pushed to work for peanuts? Also, what similar sites would you recommend using instead for finding work?
>>
i actually did some research on this for myself although i yet have to make a choice
I think being a blendlet is viable but requires quite some experience and possibly paid plug-ins but talking about actually professional softwares

maya lt is valid for modelling and shading for games, also has human IK, shame you don't get arnold, 30 bucks a month

mudbox and substance painter are great choices for painting, choose substance if you prefer a more PBR oriented and more procedural workflow, or choose mudbox if you like a more... artisan approach? wouldn't know how to put it but you just have to put more effort in the textures yourself, also unlike mudbox it supports UDIM, so it's better for higher quality production
You can also use it to sculpt, but unless you're a godly high functioning autist like ian spriggs it's barely used for that AFAIK, where i learned to use it they only had it for painting
mudbox is 10/month, substance painter 20/month although i wonder if it's gonna be changed in the future now that adobe's decided to stick its dick in the 3d industry

so yeah it's 50 bucks a month at worst for getting into professional softwares that let you model and texture an asset, however you gotta count for possible texture sites and additional plug-ins if you want to specialize further

Copied Guru's tutorial. Next up i'm making an anvil, i'm a pretty slow learner but if I mash my head against it enough i'll start to get okay.
Share your doughnuts or first renders, would love to see em.
:^)
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>>667144
you idiots need to stop using blender for texturing, its literally cancer for the amount of work you need to do for simple shit.
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>>667144
Go to your fucking containment thread.
There's two of them.
No one is going to pat you on the back for following a tutorial.
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>>667144

>>645909
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>>667149
Did you just call applying a generic shader texturing?

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Does anyone have a backup of the plugin? I don't have the zip anymore and since the project is now "discontinued" I can't get them from the official site, and can't find them online anywhere either. I have the plugin installed on 2.79 now but I can't be sure I'll get all the correct files if I try to manually re-extract them.
>>
isn't there currently a community effort going? I think they made him hand over the stuff
>>
https://blenderartists.org/t/mb-lab-1-7-1-release-for-blender-2-80/1138777

https://github.com/animate1978/MB-Lab/releases

will make sure to add this to the next dazlet thread, now go and pose your waifus!

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I am advanced in IRL drawing and design as well as zbrush modeling, I want to learn how to make relativity simple to more advanced animations (not like a full movie) is cinema 4D the best option and if so do i need to use after affects in conjunction.

sorry if this is a dumb question i know nothing about animation or motion graphics but dont know where to start
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>>667022

Cinema 4d is good but not the best. sadly maya is still the best tool when it comes to animation. Cinema 4d is heavy behind it. people use cinema 4d because it is very stable and you can literally mix its particle system into the animation and automatic rig shit.. which save you a shit load of money and working around when you have to make animated simulation based on particle impact.
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>>667022
> motion graphics
please OP, i beg you. don't do it. please don't do it
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>>667085
i dont want to do motion graphics that was a wrong choice of words, still dont know too much about this stuff

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Does 3D animation have as many liberals in the industry as 2D seems to have nowadays?
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>>665208
>/v/ and redpilled
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>>665206
>Does 3D animation have as many liberals in the industry as 2D seems to have nowadays?
Your just going to be a workhorse for someone elses creative vision so it doesn't matter.
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>>666238
Empathetic and kind, but only if you share the same globohomo views as us.
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Depends on the department, If you want to get into character modelling like 90% of this board then yes.
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>>665566
(The 2nd frame is from a more recent episode)

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https://drive.google.com/open?id=1aMyWhWARuhbjMm1S2gXwuxTVezaPTIa_
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Lol nice emissives

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Do you think I can find somewhere a collection of stuff that are common to most of Japanese urban settings like signs, poles, street lights and that kind of stuff?
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https://archive3d.net/?category=25
https://archive3d.net/?tag=box
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>>666993
why dont you fucking model it you lazy cunt
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>>667070
I'd rather gain the time I could spend modeling more specific stuff


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