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With all your _instant_ jumping on literally every Blender topic that pops up, making you spew all those snarky jokes and bitterness, you seem like some dog that feels threatened and gets all bitey.
There's absolutely no reason to get so defensive about all this. The industry standards won't change over night and Blender can't give studios support which is absolutely imperative for said professional studios.
It's great for what it is but it still lacks in certain workflows that are common in the professional areas and as I said, no support and you can't google shit all the time when something doesn't work.
It's great for people who want to test the waters of 3D modelling just have another option to do this without the hassle of licenses and all that. Occasional freelancers also have this option but both are no danger for the whole industry. I don't see how this whole situation justifies this impotent rage you see in literally every thread.
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It's the fursecution phenomena all over again.
When in the mid 00s people on 4chan started to hate furries so much that they literally couldn't stop talking about them and frequently derailed threads and discussions way worse than any furfag ever could.
People in here are not professionals. It's just a bunch of losers looking for lolis shitposting. Only blendlets ever post any work, ask any advice and overall contribute.
The haters are all failed people.
Blendlets and furries, at the same level? Quite reasonable, indeed.
Absolutely. The drama and absolute idiocy on both ends of pro/contra furry, pro/contra blender, is comparable.

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link to video
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How good is Blender at making large bodies of water like oceans?
Unless you use an ocean modifier, but that's just the same as animating a displacement map. There's no actual sim involved.
What is the best way to sim large bodies of water then?
You simply don't, unless you have access to an giant renderfarm.
Or use Houdini if you're dumb enough to ignore our advice.
Or just sim the smallest area you need, and fake the rest.
But mainly just use Houdini for any type of sim. Blender's sims are trash, and this is speaking from experience.

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I have done some 3D in 2015 but I dropped. But now I am motivated to be good at it.

What do you think about my image. I modelized everything expect the window.

Rendered with Blender Evee.
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You where right, some normals where wrongs. In 2.8 it display you the normal perpendicular line even if it is on the wrong firection. Tricky.

Ok, I will try like this to see.

I worked well, I find a way, and I did a way better teacup.
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I finished, joining the final renderer.

> I modeled everything (windows, table, coffee pot, apples, etc.)

>Cycles 500 frames + native Blender Denoiser

>Some Photoshop at the end, it was too bright and lack of a blue touch

It is far from perfect, but it is good enough, I learned a lot with this project.

>Thanks again for all the folks who helped me.

Anyone can provides me with good websites and community for Archiviz artists?

There is not enough people on /3/ saddly.

>opinion please, can I make it look better?
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No, you can't this is not a thing that can be learn within days or months. it's constant practice. If you are thinking otherwise. forget about it. I have been in this field around +6 years. Also create real scenarios plus learn how to map materials and create them in photoshop.

which is the easiest way to make money from 3d related things, especially in modelling and texturing. I'm not asking for the more money but for the more accesibility way, applying for a studio? freelance with client projects? freelance selling your own 3d models?
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No, I already make a fulltime living doing art and gamedev online. But I want that 20k a month income.
3D model sales days are over man. Overseas poorfags have teamed up into their own sweatshop firms that create fantastic detailed models & sell them for chump change
zbrush/maya sculpting artist familiar with basic modeling.
Ill sell my soul to furries if it means making rent this month.
Just make good loli porn with game characters and recieve donations

This. The latest scam is just porn or furry shit and neither is worth bothering with.

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examples of bad repeating textures?
those are some pretty big dildos
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All those people wearing the same clothes, does it not remind you of Lemmings?
Not funny

I don't see anything, just a big empty road.
thanks, MIM-104 Patriot PAC 3

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i want to make a porn game, what are my options as a code monkey without any special 3D modelling/animation skills? DAZ 3D gobbos?
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A true programmer could learn 3d modelling and animation easily. It's just code generating stuff on screen. Look up how people rip models from games and how blender plugins that import models and animations work.
>It's just code generating stuff on screen.
>learn 3d modelling and animation
>rip models from games
>import models and animations
mmmmmmmmmmmmmmm... no not really... no
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>mmmmmmmmmmmmmmm... no not really... no
Why programmers will never be artists.

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- What would you like to get explained?
- Do you like it fast or slow paced to easily understand?
- What do you like the most in tutorials and what do you absolutely hate and should be avoided?
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my tuts I get from CGP are like $100+ courses. I dont know why you wouldnt follow along. They are nothing like youtube pajeet tuts
Pajeet > blenderguru desu
Because I'm past that point. I don't need them. Most of the shit I have to work on and improve is theory and workflow based. That's all shit that gets better with practice.

Not to mention those aren't tutorials, those are more like courses.
so you draw the line between a tutorial and a course?
A course is something designed and structured from beginning to end like a class.
A tutorial is just some dude on youtube or elsewhere fumbling around. It's "do this and follow exactly", where a course is "here's what's being done, why it's being done, and how to do it". It should be as similar to taking a class as possible.
A tutorial is the same as asking your friend sitting next to you how to do something. They might know what they're talking about, but generally they're in the same boat as you and don't know jack shit and pretend to know things. Then they tell you exactly what to do behind your shoulder and you repeat their actions word for word, but it's not clear why you're doing these things, only that this person is telling you to do these things.

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>Why, yes, we are changing our software from Maya to Blender. How can you tell?
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a thread died for this
I don't know either
>How can you tell?
Because lately we keep being commissioned for furry porn only, boss.
No real company is going to switch from Maya to Blender unless it does absolutely everything better with no problems and gives them free blowjobs and health insurance.
>suddenly Top Ramen becomes your only choice for dinner

You must know why this is important.
Is that a new blender fx pablomon did or something?
what's up with all the noise
Fuck off, blendlet.

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Guilty Gear Xrd:
https://www.youtube.com/watch?v=yhGjCzxJV3E - required viewing. Watch this to understand the difference in mindset between PBR and NPR.
https://www.dropbox.com/s/65cwf6kjuezhwdl/GuilltyGearXrd_shader.pdf - brief summary of how the Xrd shader works.
https://www.youtube.com/watch?v=E3zHGD8V2IY - an example of implementation for Eevee.

Making a basic toon shader for Eevee:

https://wiki3.jp/blugjp/page/123 - making halftone shaders for Eevee.

https://www.youtube.com/watch?v=j5w92vuIYM0 - download KiryToonShader for Eevee.

https://www.youtube.com/channel/UCX54i2YxfeDpEvKrN7XO5dw/videos - anime character tutorials from a Japanese dude, with Engllish subtitles.

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Just get Pencil +
it does the job just as good if you know what you're doing.
Based thread, based OP.
pwtoon with 3delight

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What does /3/ think about pic related?
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He is really proud of that model, it seems.
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Just got this one and it's nice but too small, going to refund it and order a bigger one. So far it's really worth it / more comfortable without much of a learning curve.
This is how I grab my wife's boyfriend's dong
Gives me a crazy idea to prop my mousepad on an incline of some sort. Tilts the wrist, uses 10 cents worth of scrap wood, 2 minutes to build..
mouse is never going to be where you left it
be constantly fighting against gravity
not relaxing for the wrist.

10/10 idea.

Are there any good tutorials to help me recapture the delicious low poly charm of late 90s video games?
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If you are in the need of 3DS Max books. Contact me here, this knowledge is not really that complex.
Ironically, oftentimes newer games are hard to play due to a lack of visual distinction. When everything is a photo-realistic drab color palette, and we don't have the advantage of stereoscopic vision, everything gets lost in it's surroundings, just like camouflage breaks up an outline.
This is something I've been thinking about a lot and trying to nail down. My theory is that immersion in a video game comes from the interactivity of the simulation, the clarity that the game world communicates to the player with visually, and the music/sound FX.

By this measurement Minecraft is more immersive than the Witcher 3 or Assassin's Creed. In Minecraft there is a high level of interactivity and universal rules that every facet of the game follows, this is clearly communicated to the player with simple, blocky elements, all of which you can interact with or destroy and the sound / music perfectly fit the mood.

Let's take another example, If I am a thief trying to find a key in a mansion, a modern game will be required to highlight the key, make it glow, show it on my radar, use x-ray vision, because this mansion will no doubt be filled to the brim with intricacy and dust and every table will have countless little items such that the player cannot walk into a room and actually find the key without a bright cue, the game is failing to visually communicate with the player now. The result is that the player rushes through the mansion looking for the glowing object and never really "sees" the complex artwork and details dressing the mansion, he's just seeking the glowing objective.

Now let's imagine the same scenario, but with a low poly simplistic aesthetic. Each room has sparse, blocky furniture, there are a few vases and objects on desks, but when you spot the key, you spot it by your own skills because it's a chunky low poly asset. The visual design is communicating clearly to the player. The player is actually looking at the room with their eyes to spot the key, they are no longer on auto pilot they are in that room trying to solve the objective.

A game with bright, chunky retro pixel 3D graphics can visually communicate to the player far better than a photo-realistic modern game.
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I recall reading something along these lines when it came to flight simulation. I forget if it related to early personal computer simulations, or to the ones used to train actual pilots but the basic argument was that internal consistency of the simulation and the level of detail provided was the most important factor in making the simulation effective. Pilots (and plane fans) know what a runway looks like and their brains are very good at filling in the gaps when you have a computer draw a flat shaded rectangle with a number and some lines running down the centre. To be able to use real visual navigation charts to a satisfying degree, all you really need is the major roads (draw a white line), rivers (blue line) and hills (a green pyramid). Despite being low fidelity, since everything is internally consistent the results can be quite satisfying.
It's like the simpler the shapes and the more distinct the colors, the better the information flows to our brains. There's a reason why Nintendo's characters are more iconic than any other "mascot" around. The end goal of a simulation is to make the player feel like they are really "there" and for some reason we all kept thinking the path to immersion was greater visual fidelity, and I think we were all wrong.

I feel like I'm there in Minecraft, I feel like I'm watching a movie in Uncharted 4.

Thief 1 did a great job with this, Everquest, Mega Man Legends, Ocarina of Time, Gothic 1 / 2.

Gothic 1 does it really well, you go into someones hut and it's just a small chest where they keep their things, a table and chairs and a bed. The NPC will sleep in the bed, sit at the table and eat, and put his goods in his Chest. This feels like a real room b/c the NPC uses it, and you can do the same, you can sleep in their bed, rob their chest or sit at their table. The Elder Scrolls games get the interactivity down, but their art direction is muddy and dull, they lack good use of color and visual communication.

Simplicity, clear visual design, and universal rules of interactivity are the basis of a really immersive game. Hopefully devs start to realize this before it's all interactive movies.

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ITT: Help/Suggestion/Comment

I've learned blender for the past 2 month from online sources. So no art degree or anything.

This was a speed challenge for me. To see how fast I can finish an entire mesh ready to put into a game or a wallpaper.

Modelling took 4 hours. But then Texturing took 4 weeks(GIMP).

What am I doing wrong? How can I get speedier/better?

Suggestions/Comments about the model is also welcome.
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How can you live with such debilitating autism? Do you have a nurse that keeps you out of traffic?
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Thanks for the help. I get what you mean, I tried what you said in your image but went too obsessed with painting everything instead of modelling. I looked up some other models from games and realized that I shouldn't be hellbent on painting details. I actually prefer modelling details to painting. Modelling is fun while texture painting isn't.
I think I'll just go for a mild version of classical texturing for now and spring to substance in the future.

That badly rounded rubbed pad at the end was a problem. I fucked up the shape and struggled with it, then tried to fix it while retopoing, which ended up like that. I also tried to be hasty as to see how quick I can come up with it. So I left it like that. Considering this is my second model I finished modelling, it stands okay. I'm also piecing together texturing too, so it's still a long ways to go.

I was playing Empire at War and that got me the wrong footing because in that the models were barely modeled and almost all details are painted. I guess they were trying to be cost efficient being an RTS game with lots of models running around.

Your image was fine work in pointing out the bad parts though, appreciated it.

Funny Story: That barely visible dot on the gun is me saying "Fuck this I'm bored."
Your opinion sucks
Hold on, working on one of my opinions. Will post if done.
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Okay, I just had another opinion. C&C if you will.
Help me get better.

Idk where to ask this thing even on which board should I go to but let's give it a try

I'm trying to find an old, probably 1990 to 2000-ish video from a demo disc my friend got from akira DVD player, the video feature a pod of dolphins in CGI that look like vaporwave stuff. Hopefully somebody will find it on internet, i tried everything and I got is emulator
btw I'm gay if that matters

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How do I fix the wireframe mode and make it look like in 2.7? Help me Blender cult, you're getting paid for my pleasure so get to work and tell me how.
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Only mongoloids with room temperature IQ complained about the UI before 2.8
Pre 2.8 UI complainers could probably say the same about you. And they'd be right, because you're both in the same tier. You're just a part of the same unsatisfied buzz as them, complaining about shit that doesn't even matter. Serious user would be more concerned about the stock render fireflies or rigging pipeline, while you're going on a crusade against fucking aesthetics of wireframe or select outline.
>complaining about shit that doesn't even matter
Pretty sure it matters to the dev team, seeing the amount of publicity they gave to the new UI and all the efforts behind it.
>Oh no, look at this wireframe! This completely destroys our workflow! Sorry boys, I'm gonna have to scrap the project and close the company, we're into too much risk now!
Yeah it doesn't matter because I'm just going to stick with 2.7 lmao

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