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File: Master Shad.jpg (80 KB, 750x1024)
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>Why yes, I used to work only with industry standad software in the past, but decided learning some Blender because I see the industry turning to it in the future. How can you tell?
> Based faggot
based free software chad

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Made in Blender 3D with Eevee. My fucking glorified potato could actually run this surprisingly well. "Rocking" 12GB of SODIMM Dual-core i7-7500U 2.70GHz and an Nvidia GeForce 940MX. Ofc it's mobile hardware so there's obviously some kind of bottleneck.
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> <3
sorry for being autistic but i dont think this deserves its own thread
But you thought it deserved a bump though.
Just as bad.
I like it.
this does look pretty nice indeed

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From 2012 by tetsuok9999
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Sculptfags leave
Sculpting requires a tablet, right?
I think it's not that it's required, but it is so much easier to do it with tablet than a mouse.
Can you even make this low poli?

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How does this look like shit?

Show me what looks good for you then and I'm fucking off.

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My first blender creation. I hope you like it.
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OP here, The yellow thingies are his feet, he has a big ol’ butt, and u can see one of his little nub hands on the left of his body. I saw this picture and thought it would be funny if it was in 3D.
Bonus picture
twerk it bb
Now animate the jiggling

I hate to make a thread for one measly question but I need to an answer.

I’m trying to weight paint in 3DS Max but for some reason my vertices don’t stick with the abs. Effect that I assign them. Example, a vertice has a weight of 1.0. I change it to .5. It reverts to 1.0 soon as I click off. Not sure why and I’m kind of desperate, I don’t want to unlearn this program for a minor issue like this.
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Also, you're the fucking boss man it worked... actually, it was just the "normalize" setting. Still a novice so I don't understand what the point of that is but anyway, its working. Thanks.
how does it compare to cinema4d?
Cinema4d doesn't really compare.
C4d is for motion graphics, for everything else it's not that great.
Max does everything else perfectly well, except character animation and motion graphics.
Maya is great for rigging and animation.
Well that will probably change soon, autodesk already announced HIK retargeting and a new a new track view
>except character animation
it has character studio with bipeds integrated

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I can't believe there are people so retarded
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/vp/ has this argument every single week. It’s because of the misinformation from a Japanese article that Pokemon Sword and Shield has entirely new Pokemon models when it only has texture updates. People will defend this by saying that new textures = new models and it’s still somehow impossibly impressive to do.
It's literally just one contrarian troll who defends everything Game Freak does to get a rise out of /vp/. He's also known as yawnfag.
this whole thread is just pathetic bitching behind backs.
A new low for /3/.
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>LOOOOOOL idk how game engines work or nothing
>PBR and raytracing are just buzzwords bro lol lmao

Game engine programmer here
PBR refers to handling the light of a scene in a physical manner. This means photon energy is conserved when it hits a surface, some of it gets absorbed by the surface, and some of it gets reflected. In PBR you have a diffuse term which is lambertian bumfuck easy dot product of camera angle with the surface normal but then you get spicy with cook-torrance specular brdf (bidirectional reflective distribution function) which is based on the physical model described in the previous sentence. Calculating the specular term requires a shit ton of math and that doesnt even get into the absolute fuck ton of math that image based lighting requires (precalculated directional light integration) or in other words, how does the light from your world contribute to your material from every angle. All this shit to arrive at your precious PBR workflows where you just throw in normal maps, specular maps, and diffuse maps and call it a buzzword.

Same shit goes with raytracing, a photon (pixel) is traced out of the camera and bounces off shit until it hits a light source, while conserving photon energy. Same as how light works in real life except in the opposite direction. It's not a fucking buzzword retards.
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Oh yeah retard? You talk just like OP
everyone that posted before me is a faggot.

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How the fuck do I photoscan my dog?

I have a kinect and huawei phones.
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Colombia, I think.
Maybe. A vietnamese restaurant would have the dog cooked in a plate, and very still for image capture.
Medellín I guess. 70% of houses there look like this
Wow, so they now 3D in Colombia, I'm impressed, but he should work drugs cartels he would have a brighter future.
It's like that in many parts of South America for different reasons. Some places people never finish buildings because you don't have to pay property taxes as long as you're still erecting a building, other places it is the number of floors and size of the building rather than the quality that equals social standing so lots and lots of people always keep it open ended.

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Hello, im dabling into 3d printing and i know all surfaces must be "closed" for it.

so i was wondering if theres a quick easy way to join two surfaces that have different amount of vertices in their intersection.

Pic related is an example. Even if i sliced the cilinder i would have to create a lot of vertices to the plane because if not they cant match up.

any way to make this quick or will i have to slave away for hours every time i have to join a surface?
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what are you trying to sell me? blender?

seriously, waht would be better
Industry standard. Get fucked, breadless "artist"
Yes, but you might get errors because of the lack of geometry in one surface
so if you really want to make a clean model for 3d printing you basically still have to comb the whole model manually to make sure it joins seamlessly
maybe if you're using a buggy implementation... as long as your input meshes are watertight, the output will be too. This might mean making the plane a into a block and then deleting the rest of the block afterwards, because the boolean operator needs to know what's "inside" and "outside".

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Hey lads, Im doing an architectural visualisation using unreal engine for the first time and I was wonder what is some good workflows to use for it. I use maya and 3DS max (I want to learn modo as well). I also used substance for texturing. Also what is Unreal's prefered format for models and textures?
Use Twinmotion
FBX for models, TGA for textures. Texture workflow is roughness/metal. Make 1 material with texture parameters for your color, roughness, metal, normalmap and occlusion, and make material instances using different map for all your props, that will save you a lot of time for compiling. Your meshes should have 2 UV sets because unreal will use the second one to bake global illumination (you don't have to do this as unreal can create decent lightmap UVs on its own but it might not be perfect)

I'm not sure where to post this, but does anyone have a link to an old 3D animation (10 years maybe give or take) of Princess Peach poisoning Shigeru Miyamoto for abusing Mario, who is missing several limbs? It's a super low poly animation that was some weird critique of Nintendo shitting on the franchise or something.
shit sounds like a creepypasta.

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>He uses the stock smart materials in Substance Painter
>j-just d-drag and drop bro it's fine my work is excellent I'll get some freelance work soon for s-s-sure
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you add anchor points to lets say chipped paint layer
then later in another layer when you want to add some rust to area where paint is chipped you make rust layer add black mask, add fill, and in that fill you reference that anchor point selecting it were you normaly select texture to put in fill
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help me with this pls guys,

as you can see Im doing some test bakes to learn painter and in baked maps Im getting this weird seams,
I tried to make UV seams on smoothing groups like in picture2,
also I tried to not put breaks on smoothing groups like in pic 3
pic 4 is high poly

the only thing that works is puuting everything in single smoothing group, then this weird seams go away, but I always red that you should make smoothing groups on hard angles and uv splits... is this workflow outdated? should I just put everything in 1 group and not wory about groups and seems? will it show properly in lets say game engine like that?
I want to buy substance painter, I see the 2019 version is for sale on steam. But i see a lot of reviews mentioning that they were bought out by adobe and saying that it's going to become subscription based. If I buy it are they gonna screw me and start making me pay monthly?


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I was a blender user all my life, but then I decided to use industry standart tools.

This is my result, nothing else, nothing more.
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What is this stuff? Extracting depth information?
if one can afford a computer the 3rd world card has to be relinquished at the nearest shithole inspection department.

Because we all use computers.

I'd even say 3rd worldlers have it easier. It's tough living in the first world. One needs to work much more to cover the basic living costs.

Soon I'll move to Yemen, desu senpai.
Estrato 2 ftw
most columbians live in estrato 2. if you live in anything over 3, you shouldn't be still here and i hope you'll enjoy being extorted and kidnapped
How's the sisben treating you fucking gamba?

Ive been considering printing, and making a suit of the old armour config i used in halo reach. Ive been trying to dig around to find the game models. But most of what i can see are just of the parts noble team use.

i was wondering if any of you know how i could go about getting the models i need.

Pic related
top piority would be a model of the security helmet or collar breacher chest piece, either of those would be great

is there any software i can use to read an xbox disc and extract the assets?
Download the map files from https://haloce3.com/xmf/
You MUST download shared, campaign and mainmenu for any map to open (it's under the shared section) and download the mission that contains the models you want.

Then download a model ripper,
Here is Adjutant 4.2
I'm sure you can find tutorials for how to use it on the internet or the user manual.
Bro, Reach is coming to pc natively, just wait a bit

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I want to make OC that can be insert into Super Smash Bros. Ultimate, but I'm struggling to find ways and techniques to make texture, UV, and Normal.

I have no idea if UV needs to be so accurate that they connect together.

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I had no idea you could make custom smash characters.
I just aßsumed ninty was way more protective than that
your hitler is showing

Unfortunately gameart is hardware intensive. You are stuck with photoshop I suppose.
Is there a tutorial about that?
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where have you been? this has been a thing for years
pic related

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