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I’ve downloaded Maya, Blender, Unity and Unreal Engine. Now how do I make cute girls?
15 replies and 3 images omitted. Click here to view.
Setting the clump factor very high and the number of hair guides very low? Well, I've never tried to do cartoon hair, but that's what comes to mind.
there you go
Naturally. Where do you think we are?

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I like the old jack jack. It has a DONT FUCK WITH ME vibe. Does any one agree?
Well yeah, that's just CGI advancement after 14 years. It'd be odd if the designs didn't upgrade to match.
Nah, what bothered me was everyone had these fucking bags under their eyes that make them look like they haven't slept in days.
They weren't that bad in the first movie, but in this everyone has them. Ironically the dad doesn't though, even though he's the only one who hasn't actually slept.
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They should've kept the designs from Tin Toy
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Yeah they weeren't nearly as bad in the first movie... oh wait

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He finally added an import option and you can even paint directly on models.
Some screenshots with the new updated features
Even has reference images
Makes no sense for phones at least to me, maybe for android tablets...
daz seems to work fine if you export the obj at base and 1% so you can make your hyper bimbos or muscled dykes on the go!

Just got a 3d printer, and am looking for a guide on creating my own action figures or some stl files of some. Thanks
>download daz
>steal morphs
>steal clothing
>steal poses
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Make this OP

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In order to squeeze more juice for little performance cost out of my low poly models, I was told to look into normal editing. Powerful stuff, but how do I create normals? So far I've only made them via unitys built in normal generation feature, but that doesn't allow the user any control over it.

Is there a free tool to hand paint normals ?
8 replies and 1 image omitted. Click here to view.
models not textures
Really not the best idea to handpaint a normal map bud, Google how to bake a normal map, it's not too difficult
if you wanna handpaint them here's how:

There are many type of normal maps but the most common and useful one is a tangent space normalmap like the one in your picture.

The color you see there will be used to skew the normal (direction of the surface) according to this pattern;

in the green channel gray means it points towards the screen, white means it faces the top of the screen, black it faces down.
in the red channel gray is towards you, white it points to the right, black it point to the left.

* some applications flip this convention so you need to invert the green or the red channel to make it point in the right direction.

in the blue channel white means it points towards you, and it is to be shaded blacker according to what degree the pixel isn't facing towards you.
The blue channel can be calculated from the red and green channel using some clever blending or using one of the many normalmap filters that allow you to normalize a map.

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>handpainting normal maps
I don't know if I should be impressed or afraid that someone actually does this.
Just bake them from a sculpt/high-poly like a regular person, please.
Just use Substance Painter. Normal maps are a solved problem. Pirate it if you absolutely need something "free."

You can bake normals, stamp normals as decals or paint manual corrections by hand, you can blend/layer them like Photoshop, and you can use the height channel for a completely independent way to do normals. There are 100 tutorials teaching you how to do this.


Do you think they also played with boob size parameters back then?
208 replies and 55 images omitted. Click here to view.
This will always make me laugh. Incompetent riggers can be covered by competent animators making due with shit controls or even hand animating vertices. Incompetent animators can be made decent with prebuilt excellent emotion/face controls by a competent rigger. Everyone was just so bad here there was no saving it. It's like they literally hired high school computer class students.
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well, that's what they got for hiring based on memes instead of merit but yeah, this shouldn't be part of this thread.
It was neither the fault of the riggers or the animators, its a full blown management failure.
Some fucking idiots in suits made a couple of decisions without having the knowledge to actually making them.
no1. Some Suit saw "No mans sky" and decided that's the route to go for an new Mass Effect game. Bioware spend countless man-hours trying to get this done with an engine they barely knew and that has the following reputation: if the engine does something well, it does it exceptionally well like a F1 car when it comes to speed. When it doesn't do something well, it simply doesn't do it.
no2. Some idiot in a suit made the glorious decision, to switch DCC In the middle of production. From Max to Maya or the other way around, i don't remember anymore. Doesn't matter anyways. They changed the complete pipeline while in the middle of creating a game.
no3. They spent too much time in pre-production and trying to get that procedural planet tech RnD going they actually forgot to start seriously with the game in a proper planned manner.
no4. Actual production time was WAY TO LITTLE. They knew it. EA knew it.
no5. They where seriously understaffed.
no6. They actually released the game in this state since the suits demanded it.
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Fuck you, I'm a dragon
If that's the Cray I think it is, I actually have one of those PCB slots in the picture. It's to a Cray-1 s/1000 I Believe.

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how's this method in comparison to zspheres?
3 replies omitted. Click here to view.
sounds to me like having too many edge loops.
Just keep it simple, plan ahead, and use proportional editing with subdiv mod.
>implying sculpting takes more time than moving vertices around
Why do you think so many Zbrush monkeys exist?
Zbrush has its place for sculpting, especially with fine details. Anime faces lack a ton details. That's exactly how anime faces work. It's a fucking waste of time to try to sculpt something and having to apply the smooth brush on every second stroke just to get plain and simple surfaces that you can get so much faster and cleaner by just quickly constructing those simple shapes - ESPECIALLY when you just turn some 2D reference into 3D without a lot of experimenting needed.
>implying sculpting takes more time than moving vertices around
Something tells me you're either bad at sculpting or have never done it before. It's stupidly easy at that fundamental level, and far less stressful / more enjoyable than extracting edges and faces manually.
They key is to use the right tool at the right time.
Sculpting has its place and so does traditional constructing.

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ITT: Photographs that look like bad renders
107 replies and 28 images omitted. Click here to view.
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Which PS2 game is this?
Looks like NieR
looks like a garry's mod map
it looks like that one horrific half life mod

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How can I make this gundam better? I'm new to blender.

>inb4 blender ree
10 replies and 5 images omitted. Click here to view.

>Go to dalong.net
>Find the gundam you want
>Look up the instructions of the RG or 1/100
>Ask the gunpla general on /m/ if you can't find it
Bad advice, character(robot) creation is all about form and proportion. If your core is wrong no matter how long you spend adding detail and fixing it it's still going to be fucked. If you don't want to start again try just scaling different sections for now to get the right proportions.

Sage advice there
colors, it actually looks pretty accurate to the RX-78 (?) from the original Mobile Suit.

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What software do I use to more efficiently and cleanly hand paint low poly textures? When I'm dealing with simple models I can easily paint the textures in photoshop, and the result is always perfect. But when the topology gets a little more complex, I stop being able to spot the correct alignment and connections and then photoshop just doesn't cut it anymore, as you have no way of checking the result in real time.

What do ??
18 replies and 1 image omitted. Click here to view.
Noncommercial allows you to paint 6 udims, each at 4k.
That's MORE than enough for anything a hobbyist might want.
From all posts I read so far in this thread, OP comes off as a very inpatient person who is not willing to learn new software. It's like /3/ is not for him
He could just be having a bad day. We should all know what its like to get a project stopped by technical limitations and how frustrating that can be. Patience isn't infinite.
Right so, I'm new and I don't know the terminology to search for tutorials. Is it possible to paint on a model in Blender's 3D view so I can export the image and edit it into a proper texture?
the term you need is in first sentence of >>653134
and yes, you can also do that in blender

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Jesus, the quality of this realtime viewport shader in 2.8 is stunning. Soon we blendlets will have the best viewport in the biz, both realtime with eevee and offline with cycles.

Kind of makes you think how the (((industry))) is going to respond when all of this is available for free

78 replies and 5 images omitted. Click here to view.
Yeah so they can go "hurr durr, you're just doing it wrong", or "mine works!"
I'll just wait and see how things go. As it is now, my GPU is strong enough that I can just use cycles as it is to preview a scene. I'll be honest though, most of my new projects have been in Eevee, being able to animate in real time with final quality is something I didn't know I needed until I really got into it.
I still don't really get why rendering in Eevee takes longer than playing it in the viewport though, even if the settings are exactly the same (SSR tends to be smoother though). For some reason it still has to rebuild bvh and shit every frame, and even when it doesn't, it's not rendering out at 60fps. Seems like I could be better off just doing a screen recording than rendering.
Eevee renders in a different mode when using the render button or F12.
Check Sampling options in the render tab of the properties editor.
Lower the amount of render samples to make the render process faster (on cost of visual quality).
>Lower the amount of render samples to make the render process faster (on cost of visual quality).
Oh I've done that, even to the point where it's lower than the preview. Still doesn't really make it much faster. The render itself is fast, but all the prep it does before each frame still bogs it down.
It's still way faster than rendering an animation in cycles, 3-4s a frame at 4k compared to 5-20mins is amazing. I just want to push it further.
Maybe you have render subdivision higher than your preview subdivision?
I usually have a good bit of geometry in a scene. It's just weird to me why it can animate in the viewport just fine in real time, but has to "build bvh" every frame when it's essentially exactly the same. I could have sworn you used to be able to cache that shit or something, but it's nowhere to be found now. I've got a decent CPU, RAM, and an overall good PC, but the "building bvh" shit kills renders for me.
Anything over 1m verts just slows things down to a crawl when rendering. Like I said, though it's not a big deal since it still renders a frame in seconds rather than minutes, I just want to get closer to that real time for really long scenes.

Reminder: take a brake and do some of these for 15mins.

Save your backs anons!
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there's a couple recent studies that suggest standing all day is actively bad for you, worse then sitting. The ideal is to alternate, and to take periodic walks during breaks regardless of weather you're sitting or standing.
Go fucking kill you are selve
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Why are you upset, I'm concerned for you anon
>doesnt includes massaging the cute intern
fake tips
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tell me what you think /3/.
Made this a few months ago, have improved a bit, but moved on from this project.
2 replies omitted. Click here to view.
the earth in that scene itself is shaped like a donut you just dont see it because its too close
Whoa nice voroinoi bro
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We have about two or three threads set up for this kind of thing anon. Just use the /wip/ thread, /questions/ thread or blender thread. Your feedback is pic related.
My bad, I'm a newfag.
Thank you for the advice though.
More contrast between the snow and everything else. When there's snow, most objects around look really dark especially at night.

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so why is there so much noise despite 3000 samples and cuda rendering? do i need more like 30000 samples or is there another setting i should look for?
5 replies omitted. Click here to view.

avoid the blender plug in at all costs. get octane standalone, it's the best $400 you'll ever spend on anything 3D related. plus you can write that shit off in taxes later
external render isn't gonna solve your stupidity problem.
first become proficient at rendering and then tinker with new engines
clamp dat light boi

also, what is branched path tracing?
Your scene is very dark and has poor contrast, add more lights.

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where do i find quality modeling and texturing and other tutorials, all i find when googling or cgp has shit quality or just cost a ton
3 replies and 1 image omitted. Click here to view.
Let's actually share great teachers instead of "where", most of the content on gfxp\cgp is from pluralsight and quite shitty
I'll start with grant warwick and arrimus, everything you need to know about box modelling(they are max users but knowledge is universal across any package), these two already have that.
thanks this is the kind of stuff im looking for
While you're up to that, check out Mike Pavlovich, superb zbrush tuts
torrents for Master Car Creation in Blender and Hard Surface Modelling in Blender by CG Masters if anyone wants
they look amazing , thanks

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