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Welcome to /3/ - 3DCG, 4chan's board dedicated to 3D imagery and modeling.

If you're reading this, you probably got this linked to you because you posted a question that has already been asked many many times. Read ahead, and find your answer.

Scroll down for a useful FAQ and resource links
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The last two things i had made then stopped again, what do you think, should i just give up, also post the last thing you made.
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also, i'm reminded of difficult video games and how you get really good at the first few levels because of exposure. i can beat the shit out of the first level of the NES super mario bros. i could speed run the whole god damn thing blind.

don't just play level 1 with your art. if your inking or coloring sucks, play those levels more.
Looking fine at least for some one who's want to progress futher, but anatomy require more practice. Honestly, some mistakes here and there, like foots proportions or "External oblique" muscle position, its origin and attachment points. i know it's tricky part around pelvic muscles as well as pelvice bone it self. Also i can see some problem in "rib cage" proportion and "rectus abdominis" muscle, origin and attachment is wrong that's for sure. Also, you don't really understand the muscles relations in pelvis area, it's tricky area to learn. But still, if head would look fine all of that wouldnt be noticible.
What i can recommend is that you need to pay attention to different parts of sculpting already, like: hair, armor, cloth, texturing, composition.
Because "bald" anatomy it self is not interested to anyone. Don't waste like several years for anatomy only. Try to finish the character with full it's atributs that required to be, like: cloth, hair and base textures at least.
Also what i can say from my expirience, is that sculpting is a
very tidious process and consistency of work is everything. It's very bad practice to sculpt smth and then just stop doing so. I have a perioud in my life when i just droped sculpting for like month and a half and quality of my work after that decrease drasticly. Don't be afraid to fix the mistakes upfront, right after you have spot them out, simple having notes with mistakes you have spotted is not enought. Practice is everything, also what i can recommend is that don't be afarid to sculpt out the parts you dont quite understand yet, because otherwise progress of work also will stop drasticly and more over, you wouldnt get any knowledge of how to make things better.
Also would recommend to chose the project that you would work in long run:
1) Long term project.
2) Short term project.
3) Practice and experiment time.
-You have to choose the "long term project" just for sake to show it in partflio, you can not sculpt ecorseh after ecorshe and hoping for getting a job.
-Short term: It's type of work that you do on daily basics, like concept art collection, execution of current knowledge you already have, and having some fun. Just a project for a soul or quick freelance job.
-Practice and experiment time: It's period of you pressure time when you exploring the software you need to use: Substance Pianter/Designer, Marvelous Designer, Totorial execution shedules, Maya, Topology, Rigging, Render, FX project, Houdini, Blender digging, etc, anatomy practice, new tools picing. W/e you found usefull in you work.
But most importantly that i can recommend is fucking CONSISTENCY is everything. Just keep working on daily basics.
Also what i can recommend to watch this guy channel.
He's working or have been working at blizzard in HoTs department. Really nice guy, showing the process of his work like for hours and hours of sculpting. Can be helpfull.
Believe me when i say this, i do not feel smug at all, i have not posted my work on /3/ for a long time, i dont come here alot since i just get depressed, same when i visit Artstation for hours at a time, but i will be honest and say you have quite literally pin pointed my problem, i have never finished a piece of work and find it very hard for some reason. Exposure to new things such as sculpting the parts i struggle with and the main thing i lack is consistency, thanks for the constructive criticism and thanks to the aother anons pointing out the same.

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Previous thread: >>745609

Character Creator 3 forum: (https://forum.reallusion.com/Character-Creator/General) (https://www.youtube.com/user/Reallusion)

Vroid Anime Tool: https://vroid.com/en/studio

https://github.com/iCyP/edge_to_bone_for_blender_2_8/archive/master.zip (vrm importer for blender)


Hair Creation: https://mega.nz/#F!uywlSQqS!GzZTEOGcRhiEr8Ve5hwsfQ

mobile XNALara:https://play.google.com/store/apps/details?id=rendering.engine.cloak

MB-Lab for blender: https://github.com/animate1978/MB-Lab

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Looks kinda creepy
>would you fuck this child
Just the kind of degeneracy i expect from daztards
>would you fuck this goblin
Just the kind of degeneracy i expect from daztards
What about this chinky goblin?
Looks like Silent Hill character
Yes, I would

Welcome to the Blender General, where we discuss Blender, share our Blender-related works and ask for Blender-related help.

>What is Blender?
Blender is the free and open source 3D creation suite. It supports the entirety of the 3D pipeline—modeling, rigging, animation, simulation, rendering, compositing and motion tracking, video editing and 2D animation pipeline.


>Blender Market


>Useful tutorials

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You can try an addon to transfer shape keys from a duplicate of the old mesh to the new mesh.

A quick google search came up with this: https://github.com/fblah/ShapeKeyTransferBlender/tree/master

You may need to download an older version of Blender though, I don't know, haven't used it myself.
Oh, and just a tip: If you do need to use an earlier version of Blender, don't open your file in the older version, it could potentially cause some issues. Append the object from your file instead and then save to a new file and append again to the new version.
Bro, just grab it from its github page. It's "free" in the fact that it's GNU. The dev can't do anything about this either. All Blender addons are free. It's just that most devs don't put the source code out for everyone. Flip does though.
it's also bad for UV and texture purposes too.

Outside of very simple stylised stuff the mesh itself is more like the foundation you build from with textures and baking and what not.

Utility is the goal here.
Is it worth learning how to use Blender for serious animation? Z-brush fag here, once I'm done learning all about Zbrush I want to know whether if to get into the blender bandwagon or pirate Maya

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Fuck me.

I wish I had this kind of talent.

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>all those scalpels, scissors, saws
>no ifixit kit or even screwdrivers
how do you fuck up this hard
there is no such thing as "talent" its all hard fucking work and dedication
Holy fucking cringe. Go back to making """inspirational""" wallpapers or whatever you usually do.
This board taught me not to get amazed by other people's work, because 99% of the time it was just them having bought better add-ons for Maya/blender/etc and having more potent hardware.

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Can you use Skyrim mods as free assets?
Literally millions of armor sets and fully rigged bodies and faces and monsters and decoration
what's stopping people from using those unlicensed assets? the format they're saved as?
I know companies can't do anything about their assets being used in modding, so taking, let's say, tracer's model from a Skyrim mod and using it in a licensed project is illegal, but what about unlicensed stuff used in skyrim mods? or any mods?
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No self respect artist would do that anyway
The real answer: It'd be an assload of work to adapt each thing to be usable in a generic way (in other words not exclusively for 'HLOD BEASTS ENHANCED BETTER TITTIES MODEL SWAP')
you can but there's no point
nif is one of the shittiest formats out there
skyrim does not support pbr due to it being old as fuck so all those outdated textures you will have to manually convert
just do it from scratch, it's not worth the hassle
Yes you can, 99% of smuters were using skyrim body meshes. Then daz happened.

Its good if you want to learn a bit, good starting point. I ported by myself waifu from bethesda game but there are so many issues and fixes on the way.

It was fun experience though, learned a lot.

You can bake new textures anyways, only normal maps need fixing
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Yeah you can, it actually went really well for "Hunt down the freeman"
>Can i use other peoples work for my dinky little project?
legally probably, otherwise go fuck yourself, nerdass

hi im trying to draw and concept several things particularly turned tire wheels, drills, propeller, especially from lower angle and

i was convinced that in order to draw independent from sketching one must also rely not on sketching and directly addresses each lines, parts and contours and things related to it.

another one also said to mindfully deconstruct the subjects in my mind
into simple objects and math occurs much often to solve variety of problems even though i dont realy know where to start

so question is, given image belows, what went wrong with the picture realistically and how do you correct it or find corrections in order to know the right object and shape and sizes given the case again?

what elements are required to precise the subjects given?

i realize the question is probably abit too board since art math and visuals themselves are, very board,

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or maybe are there something specifics in fundamentals that addresses this? thank you very much
i mean i use scott robertson's but i realize theyre involving grid, rotation and mirroring

for bike, drills and propellers.... its abit different i guess especially involving the proportion and positioning the lines, sizes...wondering if there are topics on this?
just found out the general stuff basically is the smallest deconstructed design... and yet i still cant make some image precisely and have no idea to define what is correct??

not sure what to practice but boxes and cylinders pointing in different directions... my mind becomes completely confused on precising...as each practiced subjects are independent but when put together they define each other's correctness...???
ah sorry accidentally replied to myself
hope to get some guideance

i guess an 'object' is way too broad so we go down to small parts... but even they are very hard to pinpoint upon mistakes and very hard to develop a realistic consistency in form....
Still replying to the schizo? This thread is pure shitpost

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Is it realistic to find a job after a year of learning 3D? What would I need to know how to do?
lol of course not, even after many years of extreme dedication getting a job is quite difficult.
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Hell nah

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Is Modo a shit software that nobody uses any more? will we see it disappear in the next few years? I remember the hype and liked the modelling tools and UI.
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what part of the industry is it popular?
I use 3D Coat for that
How does blender compare to modo for just modeling?

I started using it because some at blizzard use it. Years later come to find out it was used in doom and doom eternal.
I use modo indie but am thinking of jumping over to blender. Isn't the whole appeal about blender is the plugins? Wouldn't there be some plugins for a few bucks that are better than default?

I have 3D coat indie and modo indie.
Modo retopo and UV tools >>>>>> 3DCoat/
modo sculpting is horrible though.
Interesting, I'll have a look at the Modo tools

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>he wanted to get into 3D but gave up because it was too hard
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No. Drawing is complex and time-consuming, 3D is easy in comparison
If that's true then why are concept art and illustrations done mostly in 2d?
War is the art of deception. You have a bunch of imbeciles out there who actually believe that 2D art will get them somewhere, they grind for years believing they'll become the next Kim Jung Gi, because most of them ignore that to achieve the same results one does not need to spend endless hours mastering things that software have already sorted out. Of those, only a very small amount of people ever get in the industry, and their concepts are used as little references. It is less about it being special and more about having seas of idiots willing to do it because they have not yet realized that virtually every single part of drawing has been replaced by AI
Why post this here?
On a board where people actively do 3d. This is the least likely place you'd find someone that has given up on 3d. /v/, or /vg/? absolutely. /ic/? I'm sure there's a good amount of people who tried and gave it up. Fuck, even the papercraft board /po/ has some potential to be a better place to post this shit.

Sure, there's a lot of shitposters here, but I'm willing to bet that most of the people here do 3d somewhat frequently. What would there be to gain from larping on one of the deadest boards?
Because OP is projecting, of course

Why is the navigation in blender so fucking shit. I’m trying to make a level right now and it’s a fucking nightmare. The zoom is always too fast or too slow. The pan rotation is always going through walls and rotates the camera to another side of the fucking map. It uses this thing called a dolly point which means you pivot around a point in space in front of the camera. Why cant they just have the camera itself rotate? I’ve already looked through settings and guides and it doesn’t look like there’s an easy way to change it.
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Interesting thanks.
Question, is this one also a scam

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I hope OP did see >>760087 this and this helped him.

Like others mentioned you can also use (on the numb pad) the dot/del key to center your view on a object.

I mostly use ALT+middle click.

You really should not get into 3D if you have a meme keyboard and meme mouse. You need a middle button on a real mouse and a full numpad equipped keyboard.

Simply get cabled keyboard and mouse for $5 ($10 total) each no need to get mechanical RGB WiFi meme shit.

If you can not spend $10 on basic computer equipment that you can even ask your PC friends to donate to you for free used (if you have any) then you have bigger problems in your life.

3D software is incredibly steep, its sad that there is no blind react to using 3D software (because the reactions would be hilarious and pure kino). I think Zbrush takes the cake in being hard to learn and un-intuitive. What was it again in Zbrush?
>Learn to press 3 different keys to get 1 brush

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When were you when Blender never became the industry standard?
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I'm not american but, how does Autodesk know when someone pirated their software? Moreso, how one ends in prison for pirating it?
Expected reply, carry on.
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>the virgin autodesk wageslave seething at the influx of competition of the hobbyist blender chads working for themselves
I understand why you're all so butthurt now, LMAO. Your livelihood is in the hands of blenderchads.
Autodesk sent our company threat of legal action once because someone brought his personal laptop with a pirated autodesk software to work once and I guess it phoned home from our work IP.

Honestly, they're kind of a bunch of cocks.
Shit. I guess the one and only benefit from not living in the USA/Europe is that the feds don't get at one's throat in case one decides to pirate software

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Are these good specs for getting into 3D?
Yea but don't plan on raytracing videos

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what's the best zbrush course for a beginner? the one with the tranny?
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It's really good, shorter on content than chadlovich's but teaches all the fundamentals and has some really good longer videos. Try either or both. The flippednormals one wasnt very good in my opinion.
Nikolay Naydenov's tutorials (i think they are all available on flipped normals) are fantastic. he has one thats targetted specifically towards users who've never used the software, and the rest cover intermediate level techniques and fundamentals.

absolutely spot on instructor and really takes his time explicitly explaining not just the "how" but also the "why" behind specific tools and workflow, and his tutorials cover complete characters from working from a sphere all the way to a completed character with full props and insert mesh toolkits and customizing your interface to work for you, everything, he covers it all.

he also shows you how to build form in your models using a reference, which is huge. how to target specific looks and make a model that accurately represents a reference is a highly professionally targetted skill that will help you find work in a field, as you wont get to work on your own designs right away most of the time

after that, resort to michael pavlovich for specific tools and functions, on a search by name basis. dont try to 1-100 his library of videos, you will die

The tranny tutorial is actually very good and covers a broad range of techniques for both organic and soft surface workflows. I hate trannies but this guy is alright.

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WTF Blender are making their own mouses now? How will Logitech recover?
The fight against corporate oppression was never planned to stop at Autodesk, anon.
They’re free

Yep. Now excuse me but I have to spend $150 on the missing parts and basic functionnality.
Still cheaper than paying for all the subscriptions that do the same thing :^)

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