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What was your longest render?
Do you have a renderfarm?
7 replies omitted. Click here to view.
>>
>>665701
Sauce?
Looks extremely similar to that opening scene in Spirited Away
>>
>>665701
22 hours, My PC literally! crashed at the end of the last render.
I thought i had lost everything but after reboot had it all.

whew...
>>
>>666063
How many frames/seconds?
What did you try to render?
Specs?
>>
>>666001
Ocean Waves
>>
>>666063
render as image sequence

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/3/, have you seen this? Substance has a new program in development in a closed beta called Alchemist. https://youtu.be/bfabw9RDHDY
This is fucking insane.
also has anyone tried Quixel yet? https://youtu.be/lpS8vtjyWs4 we are living in the future, anons.
1 reply omitted. Click here to view.
>>
>inb4 Adobe shuts down its development
>>
>>666755
quixel is too bare bones for any kind of painting, the brush tool alone has only 2 things you can toggle, the size dynamics and the flow. quixel is literally only ment to slap materials together and mask them.
and alchemist looks like ass.
>>
>>666759
>>666755
also quixel mixer and quixel suite are too completely different things dumbass OP.
>>
>>666759
Yeah, I feel like Painter's greatest strength lies in how theres kind of a "mini Designer" in it powerful enough to make materials from scratch.

I think Quixel said theres some procedural stuff coming in the next update, so lets see.
>>
>>666756
I would not be surprised if alchemist was a cloud application since it's a machine learning software with a massive data set it's been trained on.

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the last vray for maya release on cgpeers is like 8 months old.

where do I find Vray for Maya 2019?
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>>
gfxpeers
>>
>>666624
Gotta love the russians, anything I can't find on typical sites they'll tend to have.
>>
>>666624
and the other one?
>>
>>666561
>Thinking for years CGpeers was some kind CG magazine or portafolio website
>Begin torrent CG oriented tracked
>>
>>666638
but they don't have vray for maya 2019

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Does anyone know of any hair brushes for Zbrush that work with the current version?

I downloaded MAg_Hair_Clump and MAg_Hair_Detail brushes but they don't seem to work anymore.
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>>
>>665219
Yeah I was considering getting to that video but I want to save time at the moment and I'm learning too many other skills as is. But thanks, may get around to that. I'm hoping someone somewhere has made a new hair brush update, preferably free to download somewhere.
>>
>>665210
http://makkon.tumblr.com/post/157172029248/a-few-people-have-asked-about-the-imm-brush-i-used
>>
>>665242
Much thanks, Anon.
>>
>>665242
It looks like the hair brush included in that link is also incompatible with the current Zbrush.

The eyelash brush is very useful though.
>>
>>665210
https://www.youtube.com/watch?v=-_BFWjqNV-s

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Thank you Andrew Price, what a great tutorial!
Nearly 4 hours of video for a torus, couple of moves and a particle setting. And just wait, there's more... a cup. Now that's in depth.

I had to go on this epic adventure after seeing all the hype, to see if it really is a legendary experience as you folks make it seem. Not disappointed.
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>>664665
Good donut.
>>
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>>
uhh man
you guys
>>
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More Donuts for Andrew the Donut God
>>
>>664688
Yeah, it's a picture

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according to getwatcher.net, /3/'s next GET should be imminent.
>>
>>666654
>>666666 just fucking epic!
>>
>>666655
>>666666
>>
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>>666666
dear god
>>
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>>666666

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Whatever happened to bodypaint 3D?

I never heard about it after this movie (2007?).
2 replies and 1 image omitted. Click here to view.
>>
>>666612
its cinema4d you fucking brainlet
https://forums.cgsociety.org/t/cinema4d-v10-vs-bodypaint-3d/1030855
>>
>>666609
it's literally a part of c4d anon
>>
Its called Cinema 4d you fucking moron
1/10 for making me reply
>>
>>666605
Damn, that was a great movie. Only remember it slightly though, but the video game was dope af
>>
>>666679
wot?

Where do people download Character rigs extracted from games?

I'd really like to study the weight painting and topology of the street fighter series in general. I've also heard the Overwatch models people use to make SFM porn are astoundingly well rigged.

I know how to rig for film/tv, but I want to study it for games where you can't rely on blendshapes and shit.
2 replies omitted. Click here to view.
>>
>>665069
Oh, and they can be downloaded from various shady, usually russian, sites.

But often they're extracted from the game-files on your disk as you usually have the game you are modding installed.
>>
Sorry, just a meshes skinned to joints are fine. I got to play around with a SFM porno Mercy from overwatch someone had, and it made me realize that good rigging is actually 99% the result of good topology and skinning and joint placement. I k ow a lot of advanced maya shit, but I realised I've been working really hard to over correct shit because my understanding of good topology and skinning is flawwed. The deformations were so fucking good it was unreal and blew my mind. But I can't for the life of me find it.

Just any examples of strong topology pkus skinning would be greatly appreciated. My shoulder, pelvis and buttocks deformations always look like dogshit.
>>
>>665142
Yeah, most rigs are like that. It ends up that way because it's common to sculpt and topologize the character first and then attempt to place the bones inside that already existing geometry.
Instead you need to go the other way around and plan out the joints and the center of rotation for your geometric volumes to know where you need the loops for the deformation zones.
When you build the skeleton like that the characters articulation comes about much more naturally with designed intent instead of as an afterthought dictated by the volumes of the built geometry.

The later method requires a lot more research and iterations compared to just winging it and throw corrective morphs/blend-shapes on the problem but the end result can be that much more perfected.
When it comes to games where it's still unusual to have morphs or dual quaternion skin deforms available it's also the only way to reach clean results every time.
>>
what do you think of daz's skinning? unfortunately they are already better than what i can do..
>>
>>665069
xnalara>blender

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/3/
Have you tried ProRender?
3 replies omitted. Click here to view.
>>
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it renders/denoises pretty fast for me on my r9 290x(4 years old). The only prob like any other renderer on max is that you have to use max's physical material to display textures/transparency/reflections ect, but its missing. so im stuck with max standard surface that only displays the textures.
>>
>>666648
why not use something like Vray RT?
>>
>>666656
You can't denoise on amd cards using vray
>>
>>666657
oh! aright then
>>
>>666656
im using max 2019 and theres no 2019 vray yet, i use arnold

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what is the most snobby,hipster avant garde render engine?
2 replies omitted. Click here to view.
>>
>>666534
#Octane
#NoOctane
#OctaneRender

Need I say more?
>>
>>666599
What does #NoOctane stand for? All I found on IG is more of the same crap as with #Octane.
>>
>>666628
For some reason there's a certain brand of hipsters on IG that somehow think they're better artists because they're not using Octane in C4D, even though the results look pretty much the same anyway. Hence the #NoOctane tag. It's in the same vein as "I just woke up like this" or "No makeup" type shit.
>>
>>666534
3Delight
also this >>666535
>>
>>666534
is redshift avant-garde or it's finally good now?

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Can we have a nice, friendly, thread linking to learning resources we have used and enjoyed?

The paid ones I'm linking to are on cgpeers.

Anything goes, just provide a brief blurb:

Arnold Renderer:

Mograph Plus introductions:
http://mographplus.com/shop/

If you want someone to read and demonstrate the manual to you these are great.

Arvid Schneider:
https://www.youtube.com/channel/UC1KDwEVBlxr4ew7xqLOhu9g

Comment too long. Click here to view the full text.
20 replies and 2 images omitted. Click here to view.
>>
>>666552
Probably because he doesn't waste time posting jealous comments on anonymous message boards
>>
>>666577
Ohh, burrrned XD
>>
>>666577
Projecting much?
>>
jim carrey looks pretty young here.
>>
>>666647
kekd

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Not intending to start yet another software war, but I'm relaly curios about the differences when it comes to rigging (and animating) in Maya versus Blender.
Whenever people bring up Blender, Maya people tend to reply with "but Maya's rigging and animation tools are way better". But what exactly does Maya do differently in this department?
I'm no master at rigging or animation, but both tools seem very similar to me. In my limited experience, I have come to prefer Blender because "it just works", in the sense that I don't have to pay strict attention to hirarchies.
I can simply make a rig in Blender and scale the root bone to scale the whole rig uniformly. When I make control curves, these don't have to be placed in their own special hirearchy. When I make a pose, I can copy and flip any part of it with a simple key-stroke (have to manually input inverted values in Maya for each and every bone - unless you have some sort of script, which often happens to be specific to a specific typeof rig).
So far, I just find rigging a lot more painful in Maya, and I'm wondering what the actual benefits are.
Maya also doesn't allow me to store several animations in one file, which makes it a bit clunky to use for video games where you need a lot of separate loops.
I'm pretty shit at editing curves, but here it seems Maya looks a little neater - Blender has one curve for each value on each and every bone on each and every axis, and it just turns into a massive spaghetti for me, most of the time. Is this what you mean when you talk about how Maya is "better for animation"?

Anyway, hoping for some actual answers, because I'd just like to figure out what tools are available and how to best use them.
45 replies and 2 images omitted. Click here to view.
>>
>>666548
I fail to see what the benefit of that system is. Why the "normal follicles"?
Seems to serve the same purpose as a simple controller curve with a hook, and a driver for the shape key.
>>
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Where did they get this retarded idea about maya ""needing"" hierarchies to operate?
Is it the same running gag as "autokike owns everything you make in student loicence"?
>>
>>666556
Are you calling that a fucking rig?
You need to be specific about your hierarchies and constraints if you want to be able to do several basic things with a rig in Maya (such as scaling everything uniformly - especially with IKs).
>>
>>666580
>constraints
Are you talking about maya constraints?
>>
>>666555
The post describes a cyclical dependency which Blender is not yet capable of (though I thought that was one of the points of the new depsgraph, I don't know). The .webm doesn't really do a good job of demonstrating anything though.

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previous: >>656785

Reminder!
This thread is for any simple and/or stupid questions about techniques/software. If you think you have a question that deserves its own thread, such as thoughts on [new technology], etc., by all means go ahead and create your own! Otherwise, please post in this thread.

Also, please do head over to the previous thread and help to answer any unanswered questions!
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Anyone who unironically suggests modelling in maya as a viable alternative to max or modo should kindly go FUCK themselves RIGHT FUCKING NOW. OFF YOURSELVES FAGGOTS.
Any operation over edges polys verts in maya is literally a fucking gamble, ESPECIALLY quad draw\multicut and every operation under the hood they have(extrude, append, insert loops verts, slide etc). Eventually not even a fucking delete history will save your mesh from going FUBAR.
Green polygons, weird vert welds themselves into infinity, disappearing polygons, self-creating laminas, this is what maya "modelling" is.
The way to mitigate it??? Export into fucking OBJ and back once in a while, that's the only fucking way.
FUCK maya modelling, I fucking hate max guts for 90s interface but at least it doesn't fuck my meshes up.
>>
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Is it worth it to learn how to model, just so I can make a maquette as reference for my illustrations? As James Gurney does
>>
>>663316
>some old game engines COUGH SOURCE COUGH really don't like it and won't render intersecting polys correctly.

lol wut? no it doesn't, which source engine version are you referring to?
>>
>>662466
are you a child?
>>
>>662468
export as a Image sequence

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What do you consider reasonable pay for /3/ work?
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>>
>>666365
the amount of full time artists is barely 1%
>>
>>666368
Yeah but what you posted was for a movie that soley existed to make money. This is someone selling what's probably exclusively people's oc characters and his competition on the site is offering the same quality of work for less than a 10th of the price

It's also much more cost effective to hire people to work for the whole project than contract each individual model and even if it gets to a point where you need just the one model you wouldn't just have it commissioned and be done with it and you damn well wouldn't use fiverr
>>
That is preposterous.
50bucks should be more than fair.
>>
>>666356

Why the fuck would you involve the middle man if you are a pro that can get pro gigs? lmao just use artstation u absolute nigger
>>
About 3.50

(Use your mouse to navigate around the 360º by clicking and dragging the video around).

https://youtu.be/yRD1pyRRhc4
1 reply and 1 image omitted. Click here to view.
>>
>>666399
But what if what you want is the warmth and intimacy of another person's loving touch?
>>
>>666409
meet my girlfriend?
>>
>>666419
>girlfriend
>not wife
Yuck. This is a Christian board, mate.
>>
>>666391
>Skyrim
>>
>>666391
>static trees
>no wind
>graphical bugs everywhere

what's the point?


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