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File: ado .png (57 KB, 723x493)
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>they found out
I was careful. So so careful. I guess it's time to say goodbye to Adobe and learn another software.
14 replies omitted. Click here to view.
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>>978570
>It is the morally just thing to do not to pay for subscription tactics these companie are using.
YOU ARE WRONG.

perpetual licenses for forever support and updates are unsustainable. F off
>>
>>978601
>forever support and updates are unsustainable.
So sell versions for a reasonable price and maybe an option for discounted upgrade cost? I can skip paying for all the useless versions between useful versions
>>
>uh chud this is a ILLEGAL PIRATED !!!
Lol,Lmao even, perhaps a LMFAO
>>
>>978492
>get a proper crack
never had a unlicensed popup ever.
>>
>>978492
Whyd you let it through the firewall? Thats why. Get the app SimpleWall from Henry++ and thats it.

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>Realize the stuff I been studying for 6 months, would've took me at most a week to learn if I had a mentor.
>Can't have a mentor in art community because people gatekeep their knowledge
>There's a lot of bad artists who try to give people advice, and if you are new, you don't know whether it's good or bad advice.
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>>978510
Maya Documents also follow the same principles on what you should not do with certain tools. Yes, you can make 0.01cm two sided texture blocks but it doesn’t mean it’s going to be ok.

What you’re saying is something like “it’s ok if art has a knife in my painting because it’s art”. No anon it’s not art, it’s just odd.
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>>978392
you're retarded.
>>
>>978324
How do I find a mentor? I dont want to copy your homework. I just want somebody to tell me what im fucking up and how I can be better. Prefer to develop my own style than be some copy cat.
>>
>>978726
You can hire people online

alternatively, you can get groomed on discord and vampirize an older cg artist for free
>>
>>978726
You can just go to college and actually learn from a professional who helped created many successful characters in our time. My teacher was from Disney who helped animate the characters both in 2D and 3D art. He knows how animation works which is what I learned. There should be someone who knows something you’re doing.

File: gunt.gif (2.52 MB, 293x350)
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Post anything Gunt related or of a Guntish nature


>I want to use the Gunt model

Gunt's model should be here:
https://drive.google.com/file/d/1r0MbQRcUnbRGwzS4wRSYEfjrLFUoP3b6/view?usp=sharing
141 replies and 31 images omitted. Click here to view.
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>>975609
no sorry
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>>973650
???
>>
>>977620
quite verbatim what i said is what i meant
if you dont know then dont worry
>>
>>918176
>>>/mu/121078838
>>
>>945229
we will never know

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New year: new progress edition

Previous: >>960932
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>>976128
She looks like Sailor Moon if she just came out of a car wash.
>>
>>976027
cris is from colombia, he's usually on >>>/int/lat posting gamedev stuff as well
>>
>>976254

new thread.
>>
>>976255
>/3/
>only Cris threads are hitting bump limit...
>>
>>969854
Chris chan but for game dev.

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Previous: >>966941
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File: Mega Normals.jpg (289 KB, 1420x838)
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A little early to make a new thread, in my estimation. Since it's going to take forever for this one to slide down to page 10. And then forever more to slide from page 10 to deletion.

Anyway, I wanted to post this in the WIP thread, but that one reached the image limit. So I guess this thread is just as well, since it's blender related. I started work on this mega man model as a little low poly UV practice. But now it's moved on to just general practice. Since Mega Man's body is made from a mix of hard and soft surfaces, I can practice hard and organic modelling.
I think I'm going to subdivide the body of the mesh just once. Because it's a little *too* jagged at base to be any good. But I'm trying to keep it simple for now, in order to ensure all the loops are practical. Deleting any unnecessary geometry.

Also, I can practice utilizing anime shaders.
Are any of you familiar with the normal edit modifier? It makes it easy to edit normals. If you set it to "radial", then you can use pretty much any target object you want to edit normals. Since it's only looking at the origin of the object for the center, and then the bounding box surrounding the object for dimension.

So I just placed a few basic round cubes in the face. One for the upper part of the face, one of the bottom part of the face. One for the nose. One for the eyes. One for the bottom lip to get that little shadow. And one for the rounded portion of the helm. Then I made vector groups for them all, so they only affect the areas I want them to affect. Surprisingly, they all gel together really well. The only downside, is I have to make a new modifier for each instance. I can see that getting cluttered. But it's worth it for the effect it creates.
>>
How would you make a stylized skin shader like this?
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>>980330
>A little early to make a new thread, in my estimation.
It's not. It should always be made at the bump limit. The rate of new posts always rises sharply when the thread is getting bumped.
>>
>>980644
??? Who cares about post rate? If you have anything interesting to post, then you will post it. If you don't, then you won't.
The rate goes up, because people have to do one of three things.
1. Re-ask a question that didn't get answered in the previous thread.
2. Re-post resources and information that was available in the previous thread.
3. Attention whore by avoiding the old thread, and saving their material for the new thread. In which case: fuck em. They're a bunch of attention whores.
>>
quick question, if i have an armature A and make a copy of it called armature B and then change some keyframes on an action for armature A how can i put this action on B? Since i don't want to do the same animation twice since the armatures are identical

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I'm seeing a bunch of them:
https://github.com/shteeve3d/blender-wiggle-2
https://blendermarket.com/products/bonedynamics
https://blendermarket.com/products/swingy-bone-physics
https://blendermarket.com/products/gravity-collider-physics-plugin

Any recommandation?
>>
>>978077
Delete blender and find a real 3D software that actually works with rigging models at no cost.
>>
Ragdoll
https://learn.ragdolldynamics.com/releases/blender/2024.02.29/

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Whenever I get the timing on an animation just right it "clicks" and causes that autism-soothing feel. Anyone else feeling that?
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>Does it even matter if your model is made of quads?
Yes. There are many reasons for why we build quaded surfaces with clean loops and edgeflow.

>What even is an "isoline"?
isoline display is a term for how 3D editors hide the non-edge triangles of polygons from the author of surfaces to enhance how the mesh is read and organzied by the human operator.

>The model I've shown is still made of triangles.

All polygon meshes in software like maya, max blender etc are always composed of triangles.
pairing two triangles together is what creates a quad. The author of your model built it using quads.
When you rip a model from a game engine or expeort it it to engines in certain file formats information on what edges are isoline is discarded as
it's now junk data since the file is only supposed to be machine read from now on.

You had access to the original file of the artist you'd be looking at a quaded model.
pic related highlights what's going on there.

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>>978595
>You had access to the original file of the artist you'd be looking at a quaded model.
I don't have access to the original file and it doesn't matter if at some point some of it was made of pentagons.
In Blender I'm animating a model made of triangles. It doesn't matter if you see quads everywhere. They're still triangles.
>>
>>978596
Well you've been informed anon. If you chose to stay retarded past this point it's by your own volition.
>>
>>978597
Look, I think I understand what you mean by "isoline" but whether the original file carries information about triangles grouping into quads, that's not supported in Blender.
>>
>>978598
Not that anon, but quads are exported to triangles for more easy use in other things like game engines. That doesn't mean that the modeller made the model triangle by triangle, but that each square just gets a diagonal through it (the "isoline" that anon was saying).
Technically speaking, even your 3d modelling programs split squares/quads into triangles (you can see this by taking a quad and moving a corner in a way that breaks the square and seeing the middle bend), but to make it visually easy and cleaner to work with, those splits aren't shown. They're still there, and the program still sees those quads as triangles.
When you're working with quads, you're still working with triangles, but 2 at a time.

When you get a triangulated model, it's because it's been triangulated manually to make sure it deforms correctly (since some quad splits might make bad shading so you pick those yourself), or like the other anon said, it's a file from a game engine, meant to be exported to a game engine, or similar.
So basically, there's no inherent "advantage" by deforming a triangulated model, as by default even a quad model is triangulated when deforming. You're deforming the same model, just not displaying those diagonal edges.
The only "edge case" (hehe), is when you have a manually triangulated model to prevent shading errors in specific places, but that's generally rare and mostly used in extremely low-poly models.

So yeah.
TL:DR - you're both right, in a way. I just think there's some miscommunication between the two of you.

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Let's be real here, guys. Is anatomy actually important?
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>>973531
>artistic
Surely you mean autistic
>>
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>>973485
Yes, so you can start giving out critique to noobs over on discord.
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>>973485
Anatomy has some importance but things like gesture and proportion are also important.
>>
>>973485
Only to a certain point
>>
>>973485
I want to fuck this statue

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>there are currently attempts happening at making LLMs control Blender since direct mesh generation always turns out messy as fuck
This shit is fucking wild
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>>975140
Until ai says the n word instead of nukes the planet it will never be smart.
Vc j00
>>
>>975278
>Lobbying for less regulations
More. They're lobbying for more you completely cucked kike
>>
>>977913
You are as dumb as the 8 year old holding that doll and if you thought Lisa was supposed to be the voice of reason in the show you basically weren't watching any of the original 8 seasons of the Simpsons.
>>
>>978158
>Chat has no goals
It has plenty of goals. For one it wants to make a video game about time traveling.
>>
the fuck happened in this thread

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WARNING this subject is purged by the mods for no fucken reason whatsoever!

Yes the VR schizo can make a thread and shitpost every day however mention this modeling technique will get your thread PURGED!!!!!!!!!

So I want to ask others about "Lattice Modeling" I have a old paper book taking about how to use blender and Lattice Modeling ism mentioned there and I got great results by using it. Forget sculpting take a cube and a sphere and simply start modeling it with a Lattice with voxel remesher this is infnetly better.

I wanted to know what others know about this modeling subject and for others to post video tutorials on this subject.

Looks like a old and great way to model rounded machines and cars, because subsurface modeling is literal cancer.

Lets see if the mods purge this thread while we get daily shit posts about the garbage that is photogrametry.
18 replies and 6 images omitted. Click here to view.
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>>978280
>Yeah, took 2-3 mins.
Post the WebM I'm waiting.
You can skip the obvious things like subdividing and positioning it for the mirror.
>>
>>978310
Ah, my apologies. My timing was wrong, it wasn't 2-3 mins, it was 1.
Here's your video since your lone braincell apparently can't fathom such a simple shape being simple to model.
https://files.catbox.moe/q8n2i5.mp4
Hell, I wasn't even rushing. I even made some mis-clicks a few times, which means that you can shave that time down to 45 seconds or so. Or just keep the 1 min time if you factor in mirroring/subsurface.
So again, remind me why you were bragging about "~30 mins"?
>>
>>978309
see but this spaceship requires more details
so you are gonna need to do some subD or nurbs modeling anyways

might as well start of with that so you dont have to redo the topology.
and if you were to redo the topology in the end you might as well have sculpted it in zbrush
>>
>>978312
Just say sorry you were wrong.
>>
>>978314
say sorry that there is in fact a shape that can be made with this method?
I'm still not sold on it, but maybe its just not a technique that fits into my workflow

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like is this a potential market, or am I some fossil that's been trapped under a rock
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"normies" do not buy 3d models though
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>>976870
I think he's talking less "normie" like regular people, but moreso internet "normies" that are terminally online and take shit like VR Chat, Twitter, and Discord seriously. Those people absolutely buy 3d models, and they're absolutely retarded when it comes to all things computers.
>>
>>976892
OP here, and yeah that's basically the market I'm aiming for. I'm not sure if it's as retarded as it was last I checked years ago and if I've been living under a rock with their advancement, but I specifically remember running across some VRChat people bragging about their models having high poly counts and I suspect they have not progressed much beyond that level of thought. It seems like the amount of animations for VRChat player models has a greater preference than I anticipated these days, but eh- not too concerned about that part desu, rushing out the actual mesh bases to slightly modify is what would really constitute the grift part of this and I can basically do anything else manually with probably some ease (which isn't much beyond probably relearning how to not break things in Unity upon importing or whatever).
>>
>>976900
If you had done this during the height of COVID and the virtual Youtuber boom, you could have gotten away with it. You're four years too late now.
>>
I think the business models sticks and nobody cares because all anime characters look the same anyway. It's an easy solution for accessibility in place of building talent if you don't want to start getting into 3d modelling.

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>GTC happened
>events are literally in person only and not being streamed
>2024
>>
>>978322
Really? That sucks. Not everyone who would benefit from GTC has the means or the opportunity to fly to California.

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What is the 3D equivalent of Drawabox? If you don't know what Drawabox is, it's an art program that focuses on fundamental skills such as line control, perspective, form, and constructional drawing. The 250 box challenge in particular drills into you the mechanical skills and resilience needed to git gud.
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>>977815
Totally.
I fell for this trap for an entire one year. Grinded like mad. It helped me jackshit.
When I started to work on my projects, then, and only then, I evolved and the fundamentals made any difference.
>>
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>>977815
Completely based, grind fundies by making what you want to make and being ok with the product being flawed. The only time you should be grinding something in isolation is when you're trying to do a specific thing and you don't know how.
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>>978125
in 3D it's like someone who studies materials. but have nothing in mind. they just read random stuff you can do with nodes. all of it is useless. However if let's say you wanted to make a table and it's glass at the top, and wood on the legs. You now have context and you can study how to make those materials. That will be more useful than just reading random junk with no situation to use it for.

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Just got announced at GDC. How over is it for material artists?
>Adobe says it can generate “photorealistic or stylized textures” from prompt descriptions, such as scaled skin or woven fabric. These textures can then be applied directly to 3D models, sparing designers from needing to find appropriate reference materials.
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>>978099
It's neat I guess?
I don't really see the point if all it can do is basic generic textures that there's a million other textures for already.
Most of the work done to the texture in the webm has nothing to do with the generated texture either. It's just standard fare Substance B2M/Quixel Mixer stuff. Which arguably is what's going to make a given texture you find online unique anyway.
So yeah, neat toy, and I can see it being useful for extremely general purpose things, but again, general purpose is extremely well covered. That's why it's "general".

>How over is it for material artists?
About the same as it's been? Status quo hasn't changed with this.
>>
>>978222
>schizo is so brainblasted by polshit he doesn't know it's called "caucasian" or "light skinned" by not mentally ill people
lol
>>
>>978260
no, its not.
>>
>>978261
Keep telling yourself that.
It's not the AI's fault that your mental model is so far off you can't communicate properly.
If it wasn't for sjws trolling you, who are the most out of touch people out there btw, except YOU the AI would have generated something akin to a person wearing clown makeup if prompted for "white skin".
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>>978265
what the hell is wrong with you

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Asymmetry = Soul

just turn it off. Unleash yourself. Be free
Be free
>>
It's been almost a decade. The delegates, Dahnald. Hand them over.


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