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File: for official use only.jpg (90 KB, 1200x447)
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Work in Progress.

Finishing this exercise from previous thread:
>>678348
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Now in familiar territory.
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rendering
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(oh shit: you frogs are going to shit on your lilies when you see this)
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Starfleet over and out.

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In aesthetics, the uncanny valley is a hypothesized relationship between the degree of an object's resemblance to a human being and the emotional response to such an object. The concept of the uncanny valley suggests humanoid objects which appear almost, but not exactly, like real human beings elicit uncanny, or strangely familiar, feelings of eeriness and revulsion in observers. Valley denotes a dip in the human observer's affinity for the replica, a relation that otherwise increases with the replica's human likeness.

Examples can be found in robotics, 3D computer animations, and lifelike dolls among others. With the increasing prevalence of virtual reality, augmented reality, and photorealistic computer animation, the 'valley' has been cited in the popular press in reaction to the verisimilitude of the creation as it approaches indistinguishability from reality. The uncanny valley hypothesis predicts an entity appearing almost human risks eliciting cold, eerie feelings in viewers.

Post examples.
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>>
>>659118
https://www.artstation.com/artwork/A9gOme
>>
>>665941
>>681303

There def some of that going on tho I doubt that is the reason why.
The few female artists and quite a few female gamers I know all like to make their fem characters look cool, which means they go for beauty.
What looks cool to them somewhat tend to differ from what a horny male might've chosen (more tastefully dressed, subtler make-up, less over-sexed proportions)
But they def not trying to make their characters look weird or ugly or less beautiful than they themselves are.

It's just fucking weird developers are heading down that street. I believe the outrage over female depictions in games (if there even is any)
must originate with people with mostly blue hair that doesn't even play videogames but spend a lot of time and effort making noises on social media.
Based on the people I know it just seems insane to think female gamers would like to look ugly.
>>
>>668041

A thousand times this >>679691 You wanna make someone look really flattering in a headshot take it with a 135mm lens from 4-5m away.
Even a true goddess will look all tarded if you take her headshot with what appears to be a 15mm lens at a metre distance.

You know this is some kind of "This is what we look like everyday, heu hah" they put in some magazine to make some insecure bitches think
beauty products can be sprinkled like fairy dust onto their wonky faces altering their entire facial geometry to something catwalk ready.
If i was a lady reading one of them mags and came across this shit my vagina would turn inside out to form a furious rage boner at them thinking I can't see what they're doing.


And it's not just the lens either they really use the most awful lighting they can get away with to really shrekify their stable of models.
>>
>>675802
uncanney valley seems to stem from not introducing enough subtle imperfections. CG looks too clean.
like picture shown, the face is 100% symetrically just the texture isnt.
-no bumps/pimples on the face
-all the hair looks like its just sprouting from the skin no hair bumps

-no creasing/mini wrinking around the eye folds and lips

you know what they say...God is in the details
>>
https://www.twitter.com/polo702/status/1134262757635657728

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Where the hell are Kingdom Hearts 3 models bros? Rapunzel, Elsa etc? What the hell are you doing?
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>>684220
Not gonna happen
You need to understand KH1 and 2 and the other spinoffs to understand the KH3 story. So for them to release KH3 to PC without the previous ones first would be dumb
>>
>>684399

Even people who play Kingdom hearts dont understand the story.
>>
>>684207
it took them 1 year to rip Detroit become human models
>>
>>681111
>>681112
not really, Detroit become human also on PS 4 and was cracked two month ago.
>>
>>684399
Xbone would like to have a word with you.

Is this new free twinmotion even worth the download. Anyone else use it.
>>
>>681798
Started using it today. It seems I gotta learn Sketchup in order to import actual architecture. Does anyone know about any other free architect software?
>>
>>681798
It is quick and renders quite decently, even though cinerender gives better quality. I use ArchiCAD/revit and export it as a sketchup file. Works well If you want to try different textures quickly and foliage/landscaping works great too. Had 10k objects and over 76k polygons and it ran alright.
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>>684706
Oh, but the windows seem trash even with max settings. Perhaps I'm doing something wrong.

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Has anyone here ever used any game files with the .nif extension?

I've tried everything I can to get usable meshes from these game files, but so far I've only been able to preview them in nifskope.

The author of niftools doesn't exactly leave intuitive instructions on how to use his plugins or software, and as such, I haven't been able to install them for either 3ds max or blender.

The latest nifskope application is the only one that can open the files I have, and even then, it can't open all of them, and the ones it can open, it can't export.

From what I've learned, it is better to use a plugin for your chosen mesh editor and import them directly, as some information is lost if you choose to export directly from nifskope.
Not that I can anyway.

Any pointers would be appreciated.

Picture is one of the files previewed in nifskope
>>
Click on NiNode and find the mesh in there. You can then choose to export it to .obj.
>>
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>>684577
I gave that a try.
I clicked the NiMesh in the hierarchy, which then highlighted the mesh in the edit window.

But when I clicked file, the options for import/export are greyed out.
>>
I've been watching videos on using nifskope, still haven't figured this out.
>>
Ok, I finally figured out a work around.
Don't bother with niftools or anything to do with it.
It looks like the developer has dropped it and not touched it for a year.

For anyone else having problems, just use Noesis.

Noesis works just fine. I had no idea it could process nif files.

What programs did they use to make all those soulful 3d renders in 90's?
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>>684479
There's a digital foundry video that interviews one of the creators of DK and he goes a bit onto the process and the machines that they used to have back then.

https://www.youtube.com/watch?v=GQ7qtqqgTlo&t=310s

It's vague and only toe-deep but it's a comfy watch.
>>
>>684552
It's not the best, I'm still learning, it was something I made 2 years ago or so.
>>
>>684508
This
/thread
>>
>>684543
>By the time we reach the PS2 age we can start talking about 3D aesthetics that to a degree have stood the test of time

Thanks to the Japanese and their artwork in those games
>inb4 weeb
animu site.
>>
>>684501
There was a Softimage before XSI, zoomer retard: Softimage Creative Environment (1989) and Softimage 3D 3 to 4 (1996-2002). The extreme version had one of the first Mental ray implementations and this could have been rendered with it.

Hello guys and goyettes. I need any possible suggestions how to create celophane texture/material for my model. It doesn't have to bee anything to realistic since it's for cartoon like shaders. But I just want to make umbrella top part appears transparent cellophane like. Here is the pictures of my model. Thank you for your time~
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>>
>>684361
>in the least 2 years?
I think it's been over a decade already.
>>
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>>684326
I'm very happy your hard work resulted in all this knowledge and ability to execute... but dear god man
>>
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>>684447
*She notices you*
>>
>>684326
Awesome. I'll wait patiently for more. Thank you for all the great mini tutorials!
>>
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>>684480

Cat tats edition
Previous thread: >>674142
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>>
>>684702
kek
>>
>>686380
>humblebragging seeker
Hah, gottem.

>>686333
Do you have subdivision modifier on?
Check when it's enabled - object mode, edit mode, render.
It's the three buttons on the Modifier.
>>
>>686455
Only modifier I have is armature.
>>
>>686333
the camera is nice once you get used to it. make sure you select what you are working on and press the period key on your numpad to center yourself on it.
>>
>>686531
I can't seem to get used to it.

How do you reset it after you dolly it around with shift and middle mouse button?
I can't find a clear answer to it, everytime I google it, the results are about the rendering cameras.

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Hey guys, i have a question and maybe you can help. I created an pixel image of an object. i imported this one as a plane into blender.

no i want to rig it. is this even possible to make 2-5 bones on a single image? never tried it until now and it looks like it wont work. maybe you have an idea.
>>
ok, looks like it possible if you subdivide it a lot of times...
>>
>>684585
https://www.youtube.com/watch?v=lRVnk1PMDTs
>>
>>684600
oh this is awesome. thank you

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Hi, I'm not sure if this is the right place to ask for 3D printed projects, but I'll try anyways.
I'm looking to make a small 3D printed object, diameter around 6 cm, and made to look like a relic from the game Doom 2016.
Video related: https://youtu.be/Gj7wB8yqqcA
Each of the faces can be separated and they are held together by small neodymium magnets embedded in the pieces.
Inspiration from: http://www.sciencewithinreach.com/product/self-assembly-virus-kit/

My questions are:
Is requesting a model making service to make them for me worth it, or should I learn how to model by myself?
What kind of software would allow me to rip the relic model from the game to inspect in more detail?
What kind of material or printing method would be best suited for these pieces, assuming I want them to be a bit heavy and tough?
1 reply omitted. Click here to view.
>>
>>683019
ye they do, but so should we
>>
>>683020
nah
>>
>>682856
Hello op,
Well to your questions
1: it depends on what application you have. When you only want a 3d model once in a time, it could be wasteful to invest your time to learn 3d design, especially if you want to go the legal way, the software can cost up to 100k€. So a service would be the way to go. 2 ripping game content is not always worth it, often what you see doesn't look nearly as good as a ripped model. For example the skyrim gold coin is basically only a decakon, the model would be really useless. 3: as for material, when you want a finished product, you should use a sls print service. Ussualy you print in nylon 6 or 12 with 100% infill. If you want the models to be heavy, you can leave please for inserts and yust insert one or more. Nuts, oder let it print in plaster.

>>682856
>>
>>682856
2nd.
For "simple" jobs like these you could post a request on a forum with a bounty of maybe 10€ and someone will likely design it for you. Or ask on 4chan, maybe someone with the tools and too much free time might do it for free. A few years back I did it, it took about a week till someone send me de stl file.
As for the tool to design your own 3d stuff, you can use solidworks or fusion 360, fusion offers a hobbyist version for free, but you may not sell the products and the software works server based.
8f your models are rather artistic in nature, you don't need expensive cad tools which are made for industrial applications, but rather you can use blender, which is free. In blender it is more difficult to produce accurate parts like the model of a 3d printer, but easier to design organic forms.
>>
>>684293
>>684294
Thanks for the replies.
I guess I'll try to learn blender as I want to put different glyphs on each of the faces, and I doubt someone will want to do all of that for free.

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I steal peoples content and then make alterations to them to where people don't notice. I had one person get skeptical and I simply ignored his comment. I can't give exact numbers on how much money I am making (since I could easily be found out through google search). But I make a substantial amount of money and have been doing this for years.


So I have to ask all of you. Why not work smarter instead of harder?
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>>678759
Mad, cause for all ya dough you don't come across as happy, more unsatisfied

You do yourself a disservice by being unjust OP, art is the means by which people live on further than themselves ya dig?

Have a nice lukewarm glass of water of a life yeah?
>>
>>678768
lol you write like you're trying to convince urself rather than others
>>
>>678749
OP please mentor me

wildtree@mail.com
>>
>>678757
The best thing is passion and money.
The second best thing is passion and no money.
>>
>>681949
If it's a derivative work, it doesn't matter how much you change it, legally-speaking. In practice it could be basically impossible to ever know if you change it enough, however

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sculptgl yall got anything you made in sculpt gl?
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amazing. really amazing.
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>>684122
I concure.
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>>684071

Can you upload the model?
>>
no i did not save the model, but i will try to remake it due to intrest

Does anyone have experience selling their models on the Unity asset store or other similar websites?

I am in University right now and this occured to me as possibly a good way to not only force myself to practice modelling while also making some money on the side.
Countless asset-flips get made in Unity every day, so I would think there is a market for it, enough to make it worth while. Id make a couple of basic shit household items or whateber, put it in a pack with a 10€ price...

Anyone know if it is worth it? What other websites are good for selling models on?
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>>684403
>>684442
most artists are starving because they consider themselves too good for marketing. And its not a virtue, its just retarded.
>>
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>>684351
Selling assets always seemed like a futile endeavor to me, since whatever you're thinking of making there's already dozens if not hundreds of models of it already for sale on any number of marketplaces. If a guy working for a company wants for example a curtain mesh for their show and is too lazy to make it, then what are the chances of him picking yours out of all the ones here? So lets say you go super specialized and make a very specific thing nobody has made before. Well if nobody has made it, nobody probably wants it either.

Like >>684363 said what you need are fans/clients. It's much easier to make one item multiple people have asked you for 100 times than to make one hundred items hoping people out there will want them. But then at this point you're just going freelance like any number of modelers out there.
>>
>>684456

If that's the case just do porn and be done with it. Prop packs are constantly in the best sellers list. One off's dont sell unless it's a famous character. Like I said find out what kind of unity games are coming out on steam, emulate some styles and make things those kind of people want and bundle it up to add value.
>>
>>684401
upwork went downhill badly, didn't even bother with fiverr after that, i see no reason why this place will feel any better
>>
>>684442
While I agree with your approach, I don't think there's anything wrong with the other approach. Yours is more direct, while the other is more broad. It's just a different strategy, not a moral high ground.

After Love Death and Robots will we see more NSFW CG shows?
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>>683400
never read the short story have you.
can you even read?
>>
>>680706
>>680944

the animation level is still at the same level or fractionally better than FF:the spirits within and that movie is over 10 years old, which is quite sad really.
realistic 3d animated movies wont work,maybe in 20 to 30 years time when cartoons are no longer associated with gaming and children stuff.
>>
>>680706
This was the best episode
>>
>>684443
Spirits Within was made with a billion people and cost so much money it nearly bankrupted Square.
The fact that animation on par with Spirits Within can be made with 1/100th the number of people at 1/100th the cost (after adjusting for inflation) is what you should be focusing on.
>>
>>684254
It's not nearly as good as you seem to think.
It's mediocre, not bad, but it's not good either.

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Just wanted to say thank you and it restores hope that this board isn't completely lost yet
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>>684365

do you have any info on where to read up on this? i only know about texture offset animation through materials, as far as i know accessing a models uv map and modifying it in real time is not possible in unity. am i wrong??
>>
>>684374
Games use a different technique afaik. They make several overlaping face/eye meshes each one using a different texture and only draw one of them at a time, swaping one for another in real time. Im not sure if its just assigning each mesh a bone and scaling them to 0 to hide them or if they use more complex methods.
>>
>>684374
Its called sprite-sheet animation or sometimes flipbooks.
Very oldschool technique, I am 100% sure it does work in Unity.
>>
>>684374
In blender it's called "Image Sequence", it's a different setting from just Single Image (the default) and you can animate any panel or setting in Blender (including the Image Sequence position slider in the node editor).

It's actually really easy in to implement in Blender, hard to actually do well of course (animation skills + texture / sprite skills)
>>
>>681233
More likely he got a real job and/or had a run in with a crazy stalker as is common with people that court an audience directly from this place.


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