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File: 1559017759930.jpg (138 KB, 1300x957)
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I know a list of programs but cant find work.

Does anyone have a REAL job in 3D or at least good income from doing freelance or other means of work.
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>>693708
porn
>>
>>693726
>>693732
Holy crap dude, you sound really bitter. It's difficult to take your words seriously with that attitude.
>>
>>689181
Not OP but additional question. How profitable is 3D as a secondary or additional source of income? For example selling models as files or 3D prints, making animations (porn or not) or freelancing. I am a noob that is starting to learn 3D so this is more of a medium term question if lucky.
>>
>>693732
Eh, you're right though. There has been a strong demand for particle effects for a while now. Not just in ue4.

Also technical animators and maybe riggers. God knows we need more at our studio.
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>>693849
It can be very profitable but the market is pretty saturated so you would have to stand out from the rest which will take a lot of time to get to that point. You can also go to places like ctn or gdc and network to get a little boost in exposure. But that means investing money before getting a sizable pay out.

That being said, you could build up a network of people and just go live the digital nomad life. Living extremely comfortably in Thailand, doing freelance work for clients in the us.

trying to get pic related to work on Debian Buster + blender 2.8, having issues because of the newer kernel, i think (it's targeted at ubuntu 16.04).
I have a Rx 580, it's pretty good with cycles, but i guess amd's stuff would work better with a ryzen+radeon combo.
Is it any good?
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>>693431
It's the only GPU renderer at the moment besides Cycles which works on an AMD GPU so... meh? See if it's any better, but I'd personally wait for Octane.
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>>693443
Why is octane so popular? I have an rx 580 and and prorender works well for me.
>>
>>693437
You're a fucking retard brainwashed by corporations to the point that you dont see that people use hardware to make stuff and not to form some weird "loyalty" to a faceless company, like you have.
>>
I haven't used it for a few versions, I found prorender better for archvis and products than cycles but was a little behind in features for characters with skin and hair.
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>>693431
Install windows 10.

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WHERE IS IT ????????
WHERE IS THE KH3 MODELS ESPECIALLY DISNEY GIRLS KH3 MODELS ?????
ARRRGHHH
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It's an Unreal Engine 4 game, ripping models is easy as cake.

No P2P/Scene group has released a dump of the game disk.

Be a doll and do it, anon? For the glory of mankind?
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>>693778
You do it then faggot.
>>
>>693784
>implying anyone should ever buy a kingdom hearts game
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>>693792
Oh but you sure do want to fap to it huh?
Have sex you thirsty fucking incel.
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>>693793
No amount of sex will weaken my hard-on for Elsa.

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I'm trying to make an animation of Zubat evolving into Crobat. I'm using the X/Y models to "morph" the Zubat model into the Crobat model.

The X/Y models use multiple assets so I join the assets together, but I'm thinking the way I need to do it is to make a surface mesh of the Zubat and Crobat models and then shrink-wrap them together.

Has anyone done a project like this before? Any tips would be appreciated
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Use Houdini for transformations or morphing.
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>>692199
God fucking dammit.

The way you morph a mesh into another is to blendshape them together (shape keys or whatever the fuck Blendshit calls them).
Vertex #1 of mesh #1 linearly translates to the position of vertex #1 of mesh #2 and so on.
That's it.

>but mesh #2 has more/less vertices than mesh #1
>but vertex #137 of mesh #1 is on the tip of the tail while on mesh #2 is inside its mouth
>but the linear morphing is bland and kinda sucks

Hence, >>692180

And for the sake of being foresightful...
>>b-but how about pic related

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>>692172
Just do it with some 2D compositing
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>>693386

How about Wrap3 / Zbrush project, to get one mesh to match the other then (subdividing if needed) blendshape that one model between the two forms.
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>>692178
Dont worry its just pokemanz

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going to sleep, but hope you can redpill me over if tools matter for the quality of the result?

like a mediocre artist with top tier software can produce similar results to a good artist using FOSS meme garbage engines and art tools.
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>>693775
Does Photoshop make you draw better than mspaint?
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>>693782
yes
>>
A mediocre artist will rely on presets. Consider what would happen if he were to create a pyro sim in Houdini; he would probably be content with tweaking the result of the default setup just a bit. He wouldn't be able to do much more, but the result would be of much greater quality than a similar sim in, say, Blender, pushed to its peak capacity.
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>>693775
Follow the old /ic/ mantra.
No rules, just tools.

A good artist is a good artist. Tools are just a means to an end. If you're a shit artist, no tool will make you a better one. All it will amount to is putting sprinkles on a turd.
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>>693775
If u use blender youll have to use soul, mario Party > mortal soibat 11

So I was using zbrush for modelling and stuff but found out today it doesn't support my nvidia card, I found out blender does, when I did a render with the gpu it was magnitudes faster. So right now I'm trying to look into rendering software that supports nvidia, any recommendations?
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>>693632
whatever you choose, realtime is the future
unity is the future, disney hopped on that train
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>>693648
>Renderman

I'm waiting for that XPU goodness.
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>>693681
well.. you need one retard in every thread
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>>693632
>literally a USB Mouse
>>
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>>693760
Should be any week now, they only have four months left. Hopefully it doesn't get pushed back to 2020.

Ok I have an animation workflow query

I'm just learning but I wanna know something which I guess would be an organization tip or good or bad idea

If I was say planning to render a scene which had two to 3 characters doing a few different things, just for example; like walking to each other > waving hello > sucking dick > crying.
Would I first create each of these as separate actions (blender btw) then merge them together later into one long sequence, or should I be doing them all together from the start

Just trying to understand the animation workflow lads
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>>693655
It doesn't take a lot of brainpower to realize that, if you don't do them together, you'll never be able to sync the characters properly in time and space, so yeah...
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>>693655
Anything that's not something in tandem (i.e. sucking dick), can be animated as a separate action. Whether or not you should, really depends on what you're trying to accomplish, how often that action will be used, and whether or not it works in the context of your scene.

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So I just decided to get in to blender because of the new update and I have never had any experience with 3d modeling before.I followed a tutorial and for a first try I think I did pretty good, what do you all think ?

just messed up the bottom of the handle with the texture
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>>693588
Nope probably someone else who followed the same tutorial.

Anyway got any tips on good places to find textures or tutorials as most youtubers fill their videos with personal crap like err and umms
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>>693587
>what do you all think ?
Keep going, don't stop to pat yourself on the back.
Save your renders to somewhere on the web (DA, FA, google storage, whatever) so you can see the progress you've made.
If you put your renders somewhere public (which I don't *really* recommend) always credit the tutorial for two reasons 1) so that other people can learn too, maybe write a tiny bit about what you learned from the tutorial or what you liked / didn't like.
and 2) so that if some day someone in a professional capacity sees your shit they won't give you an automatic disqualification for having uncredited tutorial shit in your profile (even if you don't consider your DA or whatever your profile).

Seriously, some stupid cretin shitposter is going to say "lmao at giving credit to tutorial authors!!!" but I've seen plenty of threads through out the years on /3/ of someone posting their 3D reel (or a 3D reel) only for someone in the thread to go "Oh, I recognize that bulge. That background character that showed up at 3:01:02 for exactly five frames is from Tim Dingdong's expert Dong 'n Balls tutorial"

Seriously, you don't want that to happen to you.

Some people will tell you that you shouldn't follow tutorials 100%, that you should try to do your own shit to make it your own.
These people are trying to sabotage you. Just plow through as many tutorials as you can, learn as much as you can, if you get stuck in a tutorial (like proper stuck) then set it aside and move on to another tutorial that does a similar project then come back to the tutorial you got stuck on.
Eventually you'll go from "I learned so much doing this series!" to "I learned exactly one new thing. Wish I'd known that about 6 months ago though", and as long as you're still learning one new thing, you're doing good.


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>>693601
Cont.

Eventually if you keep up with tutorials a year from now or so (maybe 6 months if you're super dedicated, maybe longer than a year if you're not dedicated) you'll eventually outgrow tutorials.
At that point you'll want to move on to learning THEORY, theory is the sort of broad concepts in art, photography, lighting, optics (physics).
Theory is the sort of stuff you learn in art school, where the assumption is you already know how to get things out of your head and onto the paper (or screen).
Everything you've done with tutorials is for the purpose of learning how to take an image or idea or concept in your mind and put it on the screen.
The next step is to learn how to make a better image in your mind, or how to better take someone else's idea (i.e. a concept sketch) and take it further than what's just on the page.
That's THEORY.

>>693590
Don't concern yourself with "good" tutorials. At first you want to do short little tutorials that don't overwhelm you, even if the guy in the video stutters and (as you find out later) does everything slowly and clumsily.
That's going to happen, it's just the nature of those super beginner tutorials.

Eventually you'll want to do longer tutorial series that are several hours long and have you go through the entire process much deeper than anything you've done so far. You can find these tutorials on cgpersia or often just google them.

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>>693601
>"Oh, I recognize that bulge. That background character that showed up at 3:01:02 for exactly five frames is from Tim Dingdong's expert Dong 'n Balls tutorial"

Can I get a link to that tutorial?
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>>693604
>>693601
I went on a college course for 3d game development but at the time I couldn't be bothered with college, most of the course was just writing essays and only 1 day a week on 3d software, pissed me off. Anyway I dropped out and studied something else but i've always dabbled in porting assets to other games and converting files, extracting files out of game engines. I decided to to take this seriously now and I have to say that tutorial I watched taught me more than 6 months at college.

Thanks for the advice, I was thinking of making a youtube channel with a group of people building 3d models, animating and adding state of the art effects and creating stories about historical vehicles from the past. I know a youtube channel that sort of does this called Mustard, but the models are normally planes in the sky flying along.
https://www.youtube.com/watch?v=elUJCEC06r8&t=615s
https://www.youtube.com/watch?v=fZSD7pVIUkY

I followed this one really good, speaks very clearly and there is no messing around it's .

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just a reminder that all the best effects made in this was done by blender

https://www.youtube.com/watch?v=k5-3eujJyZE
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>>693546
yeah I can agree that they're pretty much on videocopilot-levels and pretend to be hot shots, but the movies they analyze and some people they bring on board are somewhat interesting.. anyway, to each is own
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>>693551
Some of their actual work is alright for a quick laugh, but I would never consider them anything above "Youtube levels". So it's super funny they think they're some hot shot pros, and even funnier that people think so.
I just found them to be super obnoxious when they're talking about shit (was watching a making of video). Like "lol XD" levels of stupidity. They're insufferable, so I've pretty much written them off. I'm sure there was decent info and stuff in there, but I couldn't bother with it with them diverting off every 2 seconds to say some random shit that had nothing to do with the video, or do some "IT'S FOAAAAAMMM" levels of faggotry.
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>>693460
Hey, dont mean to people
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>>693467
>>693535
It's a faleflag you shitter. This is someone that doesn't even use 3d software pretending to be a Blenderist so they can get (You)s.

I'm sure this is all one person anyway; it might even be me, Bob Arctor
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>>693605
That's obvious.
I just put that out there as a means to put other Blendlets in their place.
I'm just tired of seeing people jerk themselves off because they use Open source and shit like that. It doesn't matter. It's buyer's regret, but they didn't buy anything. They have to type that shit out so they feel justified because they're using something perceived as inferior.

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So according to the warframe wiki the bottom image is better optimized and the gpu will "see" fewer triangles.

Here the link: https://www.warframe.com/steamworkshop/help/index.php?page=normal-map-baking

Can someone explain this to me? cause it make no fucking sense
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>>693410
That is not the same mesh as OP.
In OP's pic they literally just added a useless edge loop and smeared everything.
You're correct, you get a free level, but that's not what they did in OP.
Also pic related is Maya standard bevel, then just smoothed the fuck out of the normals with default settings and it does a much better job out of the box than your example, which looks like... Max?. Yeah, I'm pretty sure that's Max.
That's weird, supposedly Max should be better in the modelling department, albeit Maya's bevel tool out-of-the-box functionality is widely accepted as the superior of the two for the way it handles corners, while Max always makes a mess of them.
Though Maya's modifier lacks any specific attributes to tweak the resulting vertex normals on the fly, I wouldn't be surprised if Max did. Not sure, I don't have Max to confirm and it's been too long since I used it.
But anyway, all it does essentially is match the vertex normal to the adjacent one.
Still interesting, though hardly groundbreaking.
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>>693489
The pic I posted was from the polycount thread I linked, I don't know what software it is, maybe it is 3dsmax, don't truly know, never used it.

On simple meshes like these we just posted there won't be much difference from "standard" bevel/chamfer and FWN chamfers, they will look mostly identical, with just some minor difference. However, in more complex shapes, it does make a world of a difference, it's insane. Just take a look at some pictures from Star Citizen ships and interiors, they are incredible.

Pic related has been made with NO NORMAL MAPS WHATSOEVER (Well, there are normal maps on the decals, but that is another whole topic), NO smoothing groups / autoshooth either, yet, it looks amazing (It looks better than if they baked normal maps just like 99% of the industry does, because they are not constrained to the normal map resolution; and also performs better as there is no normal map texture taking gpu memory space).

On OP's pic however, yes, I realize they are not doing that, instead they are just adding control loops (like the ones used for setting edges on subdiv surfaces, but for guding vertex normals). I am unaware why they do this, maybe it is because engine limitations, maybe because they lack FWN tools, maybe because that part of the mesh it's so small that beveling those edges would be too much geo. I don't know.


By the way, for those who want it, more info on this topic:
http://wiki.polycount.com/wiki/Face_weighted_normals
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>>693492
>Pic related has been made with NO NORMAL MAPS WHATSOEVER (Well, there are normal maps on the decals, but that is another whole topic), NO smoothing groups / autoshooth either, yet, it looks amazing (It looks better than if they baked normal maps just like 99% of the industry does, because they are not constrained to the normal map resolution; and also performs better as there is no normal map texture taking gpu memory space).

I think you're just repeating a bunch of buzzwords and don't really know what you're talking about.
>NO smoothing groups
That's literally what this whole thread is about. Smoothing groups. And you can be sure that nobody spent 10'000 hours autistically tweaking each and every vertex normal just so they could say they didn't use auto-smoothing.
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>>693545
>And you can be sure that nobody spent 10'000 hours autistically tweaking each and every vertex normal just so they could say they didn't use auto-smoothing.
Face-weighting is automatic. Possibly not enough for a final product, but it gets you 90 % there.
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>>693545
I mean, technically there is a smoothing group, but a single one for the whole mesh.

The purpose of FWN is precisely that, to set the weights in the faces so that you don't have to tweak each normal independently. CIG built their own tools for Maya, but there are many other available scripts out there. In blender I used to do it with yavne plugin, but since 2.8 it is handled automatically by the new option in the bevel modifier, so its pretty much automatic, specifically if you use hardops.

So it's really easy and straightforward, not that much of a hassle to do nowadays

crappy 90s CGI thread

https://youtu.be/oODeWFKbkKU
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>>693463


This show might have potential.


https://giphy.com/gifs/KYgFOVCV8XKec4zJrU
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>>693463
We already have thread for that

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everyone meat 69 say something nice about her
>>
nice tits
>>
a died thread for this
>>
One time was enough. Get out.
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>>693216

hol up
>>
lemme cum on those oil thighs hun

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Found some cool Luigi's Mansion key designs on thingiverse.

I'm no 3d modeller, just like dicking around with my 3d printer.

Anyone know if it'd be possible to model a padlock to print that would fit the keys?

Thanks
-Roy
>>
>>693420
Hi Roy, it's best to maintain a level of anonymity while posting here as it's a part of the board, and website's, general practices.

Otherwise, I would be happy to model you such a thing for a reasonable price, here's an email I use for such dealings, I can show you my most recent work alongside my portfolio. I also spent my high school years working in a machine shop, so I am more than acquainted with CNC and 3d printers. Hope to hear from you soon.

Salientabdicant@gmail.com
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>>693420

Bump for ol Roy

Also, what kind of printer are you using?

No disrespect to the anon looking to make a few bucks buy, maybe look for a model online that you can scale to the size you want. The best answer is to tinker with SketchUp, Fusion 360, or any of the many free design software available. Make a basic boring square padlock with a slot. Round the edges. Throw in some designs on it with templates. Scale up a model you like and put in a basic rectangle on it. Try, experiment, and learn before paying someone else to do the work for you. Unless of course that's what you want to do, but the learning is part of the fun!

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arm cannons for robot i'm working on
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>>690537
woah
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>>690537
Nice follow up.
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>>690537
What? You are fired. Don't come back ever again.
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>>690537
I'm still super new, and sill learning a lot. When someone can make even something simple like this, I'm always decently impressed.
You're a big fucking faggot and you don't deserve to be able to do this.
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>>693444
You're an even bigger faggot for bumping this trash thread.

What kind of legal troubles I could get in if I use TDA base models for my own games?
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>>693233
>making a 3d animation using anime girls for your 3year old little brother


hmm.jpg
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>""""""""""""""""normal""""""""""""""""""""""
>is more leg than person
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>>693231
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>>693241
>OMG
You're looking for giant plushies too!?
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>>693241


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