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is cascadeur good or should I just learn normal animation?
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>>973745
Yes, ever since I saw his Cascadeur 'animations' I've felt a sense of trepidation about trying the program
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>>970046
pros have muscle memory and billion custom scripts in maya and motionbuilder, don't and won't use anything else
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>>970274
They would spend more time fighting this software than it helping them.
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>>973174
kill yourself
>>
New update with some improvements to AutoPhysics
https://www.youtube.com/watch?v=T9Zqz8rLoR0

Post your requests for models/tutorials/software and hope than an Anon will help you out.

Before asking, check these sites:

Courses/Tutorials
>https://online-courses.club/
>rutracker.org - software
>bilibili.com - courses (without project files)

Softwares & Blender addons
https://www.vfxmed.com/

A little bit of verythong
https://cgpersia.com/


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>>960635
I used his tutorial when i got started with sims but now i realize his tutorials are slow and a bit boring. He spends like 75% of the time over explaining and writing boiler plate code.
He also uses a bit outdated techniques.
>>
This is definitely an esoteric request, but I figured it might be uploaded somewhere. Does anyone have the videos from The Animator's Survival Kit DVDs? The book is great, and he made a bunch of videos/lectures going over the stuff he talks about in the book.
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>>978235
They're on online-courses, not sure if they're easily available elsewhere.
>>
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Anyone got this?
https://www.artstation.com/marketplace/p/nk6J7/female-basemesh-for-anime-style-figure-with-fingers-and-toes
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Zbrush 2022.0.6 or higher pls.

is there any ACTUALLY Physically-based renderer that can simulate the wave-particle duality properties of light to recreate the double slut experiment?
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double slit isnt about light, its about particles launched one at a time
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>>978129
Isn't the double slit experiment a demonstration of how light diffracts near edges of objects? Like you see a 'diffraction pattern' traditionally mistaken for a 'interference pattern' even with single photons because even individual photons will diffract along the edges of either slit.
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>>978131
Refreshed my memory, diffraction is part of it but not the entire story, it's basically a demonstration that any interaction with whatever a photon is will alter it's state and have it assume a new state from the point of interaction.

It's cryptically refereed to as 'waveparticle duality' which in my view is a unfortunately mystic sounding way to say that what a photon ultimately actually is will be something that is neither a wave nor a particle but will reveal itself to us in either of those ways depending on how we interact with it.

It's true nature is something from the quantum realm that doesn't really map cleanly onto any concept we experience on our scale.
Kinda like how you can get a vastly different view of what a elephant is depending on what part you touch.

>>975901
There are diffraction effect renderers but what happens in the double slit experiment is much to low level for how anything models photons in raytracers.
It's ultimately unknown to modern physics since we don't have a complete understanding of how reality operates on that level, any attempt to model it will unravel into theoretical physics.
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>>977984
well, yeah. kiddo. your mum alone is double slut enough for me. heh
>>
>>975901
>Physically-based renderer
Mainstream render use geometry theory of light
Some papers talking about mechanical wave proprieties some shaders paper include ideas from Electrodynamics.
Quantum Electro Dynamics is unthinking for Computer Graphics.
Computer Graphics is about fake fancy graphics.

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When do you sculpt and when do you box model?
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If you're shit at one you have to do the other
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>>978084
https://youtu.be/lGJBUauU-CE?si=0Ms4ZHbpAB9AC4n4&t=170
>>
You use both interchangeably all the time and just about every model will use some amount of both. Generally speaking though the more gribbly and organic, more sculpting, the more mechanical and clean, the more modeling. Something like an anime female face will usually strike a balance between the two.
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>>978084
sculpt when you want to have fun and make cool shapes
box model when you want to be autistic and fabricate digital machines

you have to know both
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>>978084
box modelling is a retard variant of 'poly modelling' where you extrude faces out of a box, pretty much never do that.
But you model anything with your favorite poly tools that you need to be very exact, including organic shapes you need to rig like characters.

If you model, sculpt or do a hybrid between the two on characters is a preference that varies from artist to artist there is no one workflow that is correct.
Creating a finished asset is a iterative process that will have you create an approximate version of your character that may be first modeled or sculpted and then retopo'ed
test rigged and work out that all your geometry is correct and deform well, initially it will always have flaws and need to be tweaked and rebuilt to some degree.
You will keep make corrections till you have a good final base, then you'll pump up the resolution of your geo and do a beauty sclupt pass for all the final details to use as normalmaps for game assets or as displacement maps for running sub-d for offline rendering etc.

It's not a straight forward process that is anywhere as ideal as it's typically presented.
High quality assets will be rebuilt and tweaked many times during production til it arrive at the final form and what you sculpt and what you model is ultimately a preference.

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Why are they still not providing a good or even decent product after all these years?
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>>978182
It's pretty good, skill issue on your part
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>>978185
its not good bro
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>>978182
Because they waste all their money hiring the most moronic shills in existence. That is you.
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>>978192
huh?

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90s-early 2000s: smart white guys and asians
late 2000s-2020: poor people show up
2020-presetnt: smart white guys and asians

we're going home bros

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What do you think about AI generated 3D models?

https://lumalabs.ai/genie?view=preview
>>>/v/664681839
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>>971611
>>971621
>>971533

Prompts for that proportions?
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>>971511
I have to admit that's pretty good.
It would be easy to fix up the textures and if necessary tweak the topology. Even just as a concept/reference it would be a great starting point.
But with that said, this kind of model would be very quick to make anyway since it's quite simple and uses a skull as a base.
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>>971531
Not sure if i care about the hardships of art personally. Thats not really a problem or a cause for sadness, however.
Algorithms are definitely a tool that can give you something approximating what you wanted. Unless you dont care about the details (or quality if current year). And its the uttermost best at quantity wich has practical uses. It just lacks precision. Even ai engineers i know consider it a tool. As in you need to know when to use it. This might be confusing if you are autistic and therefore lack pattern recognition intelligence (seriously thats why they dont get humor. But they make up for it dw). Basicly human beings have evolved to crystalyze personal experiences through medium using a process on the level of complexity of a quantum computer (human brain). Pepole dont show up to watch a movie about some generic knight in armor with a crest. They show up to see how the author will interpret that story and how the details blend together to create meaningful patterns. This is an actual brain process associated with non autistic high IQ you can see on IRMS brain scans. On top of being a language on self expression. Sort of like an auto biography. Like historical value. There is a reason to worry tought, its that it will eat up commissions work for beginners wich will prevent pepole who arent good enough to show something meaningful yet to ever get to that point. And at worst it could be a mild loss of a language and weaken humanity's common unconscious and cause cultural stagnation since it only uses old data. The potential for interactive world however. That will be actualy awesome even if random, much like nature. And if ITS possible, you could even simulate a quantum computer brain. Then, wire it with pattern recognition arborescent thinking on the same level as us. It would be awesome to see how it would express its own perspective and purpose. But at this point it might be conscious and thats an entirely different can of worms and ethics.
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>>971511
theyre ugly and would need a ton of manual fixing to be presentable unless you're making a shitty mobile game where the screen's too small for anyone to notice
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>>971511
>What do you think about AI STOLEN MODELS ?

LOL will be hilarious if the prompters realize the AI can generate only the same 100 models OVER AND OVER AN OVER!

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nefwags can't coneforce
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did I do it right?
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no matter what i do, i can't move the cone over

I want one of you to show me how to make low poly model like this. Please show me. Please, please. Please. I want someone to stream and show me. Please. Why the fuck do I have to learn on my own. Please show me.
15 replies omitted. Click here to view.
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>>973771
he is streaming it, so mostly a lot of teaching/talking, hell I skimmed it, and he was going on about making a playdough finger to have a scorpion attack it to extract poison.

but in skimming... its like holy shit, he is barely using the program to sculpt, at that point he in all honestly would have been better off getting a base model and then moving over to blender or any other poly modeling program rather than trying to poly model in z brush.
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>>973781
its far FAR easier to sculpt an organic thing and then scale back with a remesh than it is to make it ground up from pollies unless you specifically draw it to be modeled.
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>>978073
for a model as lowpoly as the one in the op image you definitely do not need to sculpt and remesh and bake etc its very clearly handpainted textures
to remesh it you would be losing so much detail theres literally zero benefit to sculpting and remeshing it all for a baked texture you wont need because op is handpainted
your method would require so much correcting and polymodeling you might as well have just polymodeled it to begin with, massive waste of time
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>>973763
I just go here
>https://www.models-resource.com/
and download a model I like and study it, it's topology, it's textures. No fucking industry big wig is going to teach you how to make texture convey form to keep poly counts down, all they know is pixar shit.
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>>978075
oh, i'm not saying bake anything, I mean its far easier to shape the body with a sculpt and remesh it, nothing to the level of baking, just enough to get a low poly out of it.especially if you suck or if you are going into it with no model reference images, moving around some 'clay' is far easier than unfucking low poly mesh. then you build up the mesh from the sculpt correctly.

so imagine that i got good at 3d modeling, how do i realistically make money? is porn the fastest and easy route? how do you build a fanbase or do you make videos for pornhub and cash on views?

i dont want to work in a studio or with other people, want to fly solo here
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>>977045
I started posting pornographic LoRAs to CivitAI. On first weeks I got so many fans/stalkers commenting every post and writing me personal messages...
>>
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>>976664
>or is that a meme?
It is a meme.

Simply disable the texture and see what a ugly warped mess it really is. The textures it makes are literally the only thing faking this to be like the scanned model.
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>>977857
id argue it makes a good base model for you to clean up if you are faster irl than digital, any texture that comes out of it could also be useful for creating the better one later on.
>>
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>>977907
>id argue it makes a good base model
LOL it does not.

>are faster irl than digital,
LOL. There is no faster with photogrametry you need to walk slowly around the object or the camera gets confused and fucked up by fast motion.

>>are faster irl than digital,
Post the mesh you get and what phone and what software you used.

Because these blobs it generates are so trivial that everyone can fart them out in less then it takes for you to walk to the object with your phone.

I used photogrametry software before and here is the thing.

The only good thing about it is that it generates non-geometric blobs that it then wraps a texture around it to fake for the humans the illusion of detail. And in 2024 the uses for this are limited.

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>>976664
People do make money by doing this, but with much higher end scanners scanning stuff like old out of print miniatures

I would assume it's also pretty much completely illegal under copyright law

hi! i need to make a 3d wax seal for my project and I found a simulation of it (https://www.blendswap.com/blend/18170). My question is how do I replace the logo used there and can I transfer the final result to another blender project?
Thanks.
>>
>>978094
Delete this thread and ask in the numerous other questions, blender, or beginner threads on this board.

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This is from Lethal Company. Whenever you're modelling/texturing/rigging/whatever and get hung up on stupid shit that nobody cares about, take a step back and remember that this game made $100m
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>>976953
Blender and its rendering bugs have rotted your brain.
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>>976953
Pull the model yourself from the game it's not great, check RubberRoss Vida where he's making a mod for the game and was given the game ready assets by the dev and you can tell it's a bit fucked.
>>
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>>976877
artist sama can you spoon feed me the best way to go form high poly to low? I want to downgrade some high res kitbash packs because everything is better when it's worse
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>>976873
Reminds me of this UE4 devlog of mildly popular steam game with around 3,000 overwhelmingly positive reviews. In the video they showed the blueprint for an enemy that basically just followed you around and attacked when in range. picrel.
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>>978091
WHAT THE FUCK

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>Just learn Blender, bro
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>>972623
HOODA
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>>972621
DAMN SHE THICK
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>>972621

You can fix it. Just apply a mirror modifier, grab it by one of the taillights and press O + G, bump up the radius and start dragging until it looks right.


You're gonna make it bro!
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>>978061
i would recommend the lattice modifier
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>>972623
gyattman's gyattmobile

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https://darkandarts.itch.io/3d-pixel-charater-generator

I keep winning chuds.
Now I don't even have to waste hours making my own 3D pixel art models.

I keep winning.
You crabs keep losing.
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>>974193
And there’s absolutely nothing wrong with taking inspiration from it, or anything for that matter. Why do you feel the need to police what other people create? Do you think the people who created the “rubber hose” style weren’t working with limitations? People had a concept of cartooning before animation, but it was mostly exaggerated and simplified realism that needed to be drawn relatively quickly so it could be put in newspapers. Animation faced this problem to a more extreme degree since hundreds or even thousands of frames needed to be drawn to create even a minute of animation. The shapes needed to be very simple so they could be drawn quickly, and so the audience could interpret things easier. Every modern cartoon style branched out from the designs of early cartoons and worked with those principles to create things the people in the past never would have thought of. Should animators start using AI to enhance their frames to look like renaissance paintings because they no longer have the excuse to make art that looks “bad”? No they fucking shouldn’t just because technology got better. Limitation literally is what spurs stylization, and you would know this if you had any actual artistic inclinations and weren’t a contrarian shithead who needs to hate on whatever the new thing is, and additionally acts like he’s living in 2009 when the latest and greatest AAA game just came out and everything before it is garbage because it has “bad graphics”.
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>>974196
>And there’s absolutely nothing wrong with taking inspiration from it, or anything for that matter.
My issue with it is that it's not innovative but derivative.
What about this: Instead of using lowpoly meshes with lowres textures go with a similar amount of geometry for the base mesh and model surface details with actual geometry and no textures, just vertex / face colors. That way you'd be innovating on the style instead of parroting it.
>Why do you feel the need to police what other people create?
I don't mean to nor can do that, I just dislike all media that pretends to be something that was before without being it.
For example I fervently hate startrek reboots, new superhero movies and AAA reboots of video game classics.
While "3D pixel art models" are not as atrocious they give me a similar aftertaste.
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>>974206
>a similar amount of geometry for the base mesh and model surface details with actual geometry and no textures, just vertex / face colors
I don't like the textureless low poly look.
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>>974248
It would be sort of mid poly at that point. I'd experiment some ambient occlusion for depth after that...
Anyway I think I've made my point.
>>
>>974193
>>974196

There is a major difference between artists who could to far more, and people who do that art style because it's the best they can do.

I bring this up alot because it shaped how I view art as a story telling medium,

look at the cartoon mission hill, specifically the animatic of episode 16, crap gets in your eyes.

largely there is almost no difference between that animatic and an actual episode, however that animatic may take someone skilled enough do draw it fast a week, while animating even 3 minutes on your own could take half a year

if I want to go from idea to finished product drawing, I could be working on a single piece for weeks, but if I am ok with a well done pencil, I could be done in several hours,

for 3d, let's not kid ourselves, shit takes a retarded amount of time to make something perfect, and if you want animation, takes an even more retarded amount of time to render, so we find out what corners there are to cut and cut them. I look at unreals rendering engine, and honestly would I actually need anymore?


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I installed blender & daz. I want to make Bulges on character models.
>What I do is I just sculpt directly on the leg in the shape of a penis I use as reference. This takes me 10 hours
>Find out other people have a way to do this almost instantly.
>Been googling for 2 years and still haven't figured out a faster way.
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>>977774
In daz the answer is D-Former
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>>977875
What the tard said would be true if you used a clothsim though. It would lift up on the edges like a real cloth and it would look like a lump.
So like you have a nude model and you wanted to use a clothsim on it, how could you guarantee you'd get the "tucked in" look where there are creases around and also picking up detail? Maybe actually model the clothes that was from the beginning?
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>>977921
Ok since I suggested to use clothsim I'll elaborate.
Best way would be if you use sewing your own clothes with unconnected edges in blender directly.
But that's not strictly necessary. Another way is to enlarge the clothes by displacing towards the vertex normals and the continuously shrinking the cloth as the simulation runs until the level of snugness is archived.
Yet another way is to animate the dick and let it grow into the clothes.
>>
Imagine being too dumb to figure this out on your own, but arrogant enough to dismiss any replies.
>>
>>977944
Oh thats interesting. So let the sim run, then edit it, then run it, etc until it relaxes in the shape you want.
It also occurs ti me though that if the pants or w/e are so tight like in the op, you dint really need a cloth sim at all. Just model it how you want and rig it.
Use cases might be if the dick is moving around under the clothes, or for a scene where theyre coming off.


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