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

readme.txt
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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>>
Click here to open this thread.

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best guides for making N64 / PS1 style models?
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>>941108
The issue is I don't recall anybody calling it "one weight per bone" animation.
90s accurate is FF7 battle models which where models were made of several discrete pieces that would not bend.
Early 00s accurate is FF9 which is baked vertex animation.
>>
>>929473
it's mostly about this desu.

check how many polys those models have.
study their placement (old 3d wont have separate fingers, for instance, link doesn't have anything beneath the "skirt" part of his tunic, etc).

study texture size + number of colors, palletes , how they were filtered

study their animations and so on.

remember: those models are the result of a particular art direction + tech restrictions from the time, if the artists could, they would have upped the tri count. That was AAA graphics at the time. You are trying to do something the artists back then weren't: doing ""worse"" graphics than the tech allows you to.
>>
Mario 64 Mario had 752 tris
Crash Bandicoot only had 512 tris, and only used textures for his spots and shoelaces
In the first Tomb Raider, Lara Croft only had 230 tris

Try aiming in this neighborhood
Keep use of textures to a minimum
If you do use textures they're gonna be like 32x32 pixels in resolution

These systems could only draw something like 5000 tris per frame, so everything that's not the main character or a boss in the scene is going to be even simpler

Lighting/shadows/reflections were very expensive computation-wise, so it was usually faked with textures

Bump/normal maps are right out
>>
>>941094
>Sure. My uncle works at Nintendo too.
Are you aware that nowadays the PSX docs are freely available and you can write your own PSX software? It's no longer black magic nowadays
>>
>>941108
>Even the chiptune tracker music people are constantly using special chips that most cartridges never had
You are just an autist. The ones who do chip specific chiptunes (ie VCR6) always specify their chiptunes are based on a specific chip. As long as they don't claim falsehoods (ie claiming a track is VCR6 only when it actually isn't) it is fine.
I do agree on your other points though.

>WHOA LOOK ITS A GUN
>ITS A GUN LMAO
>LOOK HOW I ANIMATE THE HANDS ""STYLISHLY"" WAGGLING AND SPINNING IT LIKE I DO WITH MY ASS AND DILDOS
>SPEAKING OF SHOVING OBJECTS UP THE ASS - LOOK HOW I CAN ANIMATE INSERTING THE MAGAZINE
>OOOOOOOMF, IM RELOOADIIIIIIN!!!!!! AAAAAAGHHHH!!
>>
fuck hyper
>>
i hate that faggot cunt with painted nails and autism reloads, also hate how every reload now is copied after mw2019
>>
>>941397
>>941398
but they look cool
>>
mad bc bad

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/wip/ - Works in Progress - Pixel edition
Post your work-in-progress projects, recently finished projects, or things you'd like critiqued here.

Previous thread: >>936902

List of free resources: https://pastebin.com/cZLVnNtB

/3/ Discord for those interested: https://discord.gg/ujt5vtr4DE
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Started reading Loomis
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>>941367
do u have a toilet brush? I could also do with a toilet roll holder. Everything is kind of 2x scale. It's also meant to look a bit decrepit. I'm using a lot of diffuse light so the render was really noisy.
>>
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>>941404
Yep i do. Enjoy anon.

WIBH9uv
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>>941407
thats a VIRUS
>>
>>941407
nta
thanks

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Post your requests for models/tutorials/software and hope than an Anon will help you out.

Before asking, check these sites:

Courses/Tutorials
>https://online-courses.club/
>rutracker.org - software
>bilibili.com - courses (without project files)

Softwares & Blender addons
> https://www.vfxmed.com/

A little bit of verythong
> https://cgpersia.com/


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>>
>>940876
https://www.youtube.com/playlist?list=PLtBH0U-1YxiKRePt4FeuFG7ApoRWcOw48
watch this instead. it's way better and free
>>
>>941301
yes, this guy is good. was trying to find his youtube.
>>940876
i'll say again, don't follow tutorials made by westerners, they're shit. they make low effort tutorials that appeal to beginners who lack understanding of quality, because that's what makes them easy money. great if all you want is to create low quality calarts/disney style crap, but completely useless otherwise.
i paid for a couple of courses done by western people when i first started, their courses are absolute shit. they will spend hours teaching you basic shit over and over again, repeating the same basic shit to pad out the length of the course. don't waste your time or money.

i'm currently going through wandah's course. it teaches exactly what i want to learn. previously i paid for the most popular course on udemy, which taught me how to model a fucking apple and wacom pen. i've learned more in 1 hour on wandah's course than i did in 6 hours of that fuckwit from udemy.

I also see pavolich being recommended everywhere. again, he is a talentless hack. sure, you can learn some features about zbrush from him, but his courses are not worth paying for.
>>
>>941307
>wandah
I liked the look of that one. And a few others mentioned here. The only places I can find it though are courses and another site that says it is 65gbs and throttles to 100kb.
>>
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>>940912
>wingfox.com/c/8999
Damn, that looks like exactly what I want but it's on wingfox.
I don't want to support wingfox, they seem shady to me after selling that French (?) guy's course without him even knowing. They are not even accepting payment from my country anyways, though. Weirdly, they aren't even offerring euros as a currency option.

I've checked all the places in the OP and it's not uploaded anywhere yet, sadly.
>>
Anyone have this or something similar?
https://kekitopu.gumroad.com/l/ioped
Thanks.

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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
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>>939201
Fuck
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>>936806
Nice
>>
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Forgot to post this little guy a while back
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>>940583
T... Taofledermaus?
>>
>>940583
GUNt

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>over a month into my project and too burnt out to finish
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>>941354
>I started a project in 2019 and I'm gonna finish it next month
sure thing buddy. Just two more weeks.
>>
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>>941353
>>941354
>>941355
>>
>>941377
stop generating these retarded templates
>>
>>941389
Yes sir. Roger that.
>>
>>941354
kek being perfectionist i can relate, coming back to something i started years ago and getting heated up about it

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How shit is it lads?
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>>939691
He probably just spent a while on it. No need to be envious.
>>
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>>939705
>envious
>>
>>939770
Envious of his progression, not results, smartass.
>>
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>>939775
>Envious of his progression
>>
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>>934705
Now do the hands and feet.

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Why does no one talk about Marvelous on this forum? I really really need to make clothes.
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>>940132
check out udraper for unreal engine, seems like it could be a decent alternative if you're doing simpler stuff
>>
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I've got a question about marvelous designer, why doesn't anything I sew onto internal lines sew tight? It always "hangs by the threads"
>>
At $280 / year, is it worth it
>>
>>940132
If it's simple clothes like shirts and suits and shit, MD has a built in designer that lets you piece together those things from premade patterns that come with the program. I'd look into that.
Nobody really needs to reinvent the wheel every time they're making a simple t-shirt.

>>941390
Really depends on how much you're going to use it.
1 or 2 projects without income? Nah, pirate that shit.
1 or 2 projects, with income? Make the client pay for it, assuming they're not cheapos. If not, pirate.
All the time, but you're not making money from it? I'd still pirate.
All the time, but you're getting paid? Make the client pay for it.
>>
>>941399
>1 or 2 projects without income? Nah, pirate that shit.
I wont pirate.

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Rules for this thread:
>ask questions
>try to answer questions
>Do not Troll.
>Do NOT Schizo post.

Previous thread: >>931469
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>>941259

>Is it worth learning 3d modeling but only for designing replacement parts for 3d printing?

Then don't learn anything else. I've made some animal and human models as a hobby but 100% of my work is architecture, engineering and furniture modelling. Of course its worth it if you have the wit to turn it into a good hobby or a profitable business. The skill is just a step not an end goal.
>>
>>941357
>which program should i go all in on?

You and only you can answer that. I'd try them both for a couple of projects maybe you could be proficient in both.
>>
>>941357
3ds max
>>
>>941387
i don't care about being proficient in both, i just want to know which is the best tool for the specific type of tasks i want to do. i'm told blender is bad for cad, but i'm not sure if my use case is something that i should be using cad for
>>
>>941394
Ok then use this

https://formlabs.com/blog/cad-software/

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This was made by a real industry pro master team on billion dollar movie and not some industry pro larper here.
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as someone who works as a artist in the industry. This is the type of shit when a client requests it. I guarantee no one thought it looked good, but either some producer or the episode director pushed for it. I cant tell you how many times clients request bad looking shit.
>>
Great. Now everybody is larping as "people who work as artists in the industry".
>>
>>941240
post the version where it gets shot then pissed on as it's squirming
>>
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>>941240
why are you giving my browser aids?
>>
>>941358
Looks like you need to download Microsoft Edge for Linux. It's available now.

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Be honests animator fags.

How many of you study shit like dancers, coreographers, stunts, actors, mimes, circus actors, jugglers, martial artists and try to learn from them?
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>>941305
and I forgot, you must always have a mental vocabulary of master scenes and shit from real masters.

What I mean is that you should fucking speak first the langage of each of those skills, if you want to properly copy the masters.

This is like telling me you can compose music by only listening to it.
which is why 90% of the retards that can do can only copy the surface elements of any serious composer.
>>
>Can you even tell a haymaker from a hook from a uppercut?

Can't just about everyone who ever watched just a few boxing matches in their life do that?
What kid who's into action film doesn't know super basic martial arts long before they're old enough to operate animation tools?

>do you seriously think you can just watch a bunch of fight scenes and just copy paste shit without knowing the story structure of a fight scene

There is no such thing as a 'story structure' to a properly constructed fight scene, You decide how proficient each fighter is supposed to be
who is to win the encounter and then you set out to sell it by depicting every participant trying their best to win and have the outcome be determined by range, timing, action and reaction.
It's supposed to be moment to moment fluid interaction where what one does dictates how the other attempt to respond in a very seamless chaotic fashion.

Do you rather watch a gunfight where A) every participant is working cover, angles and display fear for their life, flinching and hesitating to expose themselves acting as if their life
was actually in danger and the outcome of the fight could go either way?

Or B) Have the hero run wide open and win the gunfight by having everyone somehow miss them with every shot while the hero hits just about everything?
>>
>dancing fundamentals, stunt fundamentals like the attacks and feints and other basic shit from fencing?

Stunts done digitally are very different, you think about those in terms of the physics involved since you don't have to fake anything making it look worse than it really is.
If that guy is to be hit in the face full force with a baseball bat so he falls off the roof and get hit by a cement truck you can do just that to your digital actor.
You don't have to study body-falls or develop angles that 'sells it' and make it look impactful as you'd have too if you'd be faking it by shooting a live stuntman on a live set.

As for fencing I'd recommend you study highlevel HEMA guys actually trying to win over one another in full force competition
rather than study stage fighting where actors will very obviously stand far enough apart that their weapons can't really reach the other person
and just engage one another's weapon for no reason - making swords go cling-clang over and over.

You can depict people fighting in a way such that one participant would actually die if they failed to evade when you animate things in the computer.
You can't approach the subject like that on a film-set so trying to bring the structure of how you'd shoot a fight scene with live actors into the digital realm
just serves to imposes a limit you don't need to have.

Dancing is different in that it's supposed to be choreographed, where as real fighting isn't choreographed.
>>
>>941045
fuck off, cris.
>>
>>941338
Most people don't care what a real fight looks like. What's important is that it looks good and is easy to follow for the average viewer. Real life is something to be referenced, not to copy.

A real fight is hard to follow, and you need constant slow motion replays to truly appreciate what's happening. Of course it depends what your project's aim is, but if it's entertainment, and not animation for a UFC game or something similar, then you're an idiot if you try to mimic real life, instead of making use of established animation/film guidelines, honed by experts during the 100 years or so animation has been a thing. Even games that use mocap manually edit the recorded data to tune timings and exaggerate movements, to make it more readable. Yes, animation differs from live action movies due to limitations that come with real people, but that doesn't mean you want to aim for 100% realism.

I'm not saying the other guy's take is all that great either. You really don't need too deep of a knowledge on a subject matter to be able to animate it, basic knowledge and some references is enough 99% of the time.

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I hope this isn't too /g/ or too meta, but how is your render hardware setup?

Just going for your own super workstation with the beefiest CPU and GPU? Making your own little renderfarm with whatever you can find? Rendering on raspis or smartphones for the lulz?

Any good guides on setting up clusters or farms?
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>>940627
I use several old dell optiplexes with a PSU upgrade and 2x Vega 56 . Rendering under 8gb vram isnt a problem for me and two vegas are as fast as my 3090. A farm of 3060ti or 1660ti is probably smarter though, since I can only use opencl renderers on my farm no cuda.
>>
>>941359
>a farm of 8gb and less vram video cards
jesus man
>>
>>940627
why are you bragging about having money when the whole economy is in the shitter?
>>
>>941364
I don't have money though, I'm looking to see if any other poorfags have macguyvered anything neat
>>
>>941369
I'm poor too, but instead of making some horrible render farm and tripping my breakers and trying to manage it on the very few days I actually want to render I invested in licenses for paid software that will actually get used in a pipeline

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2 lawsuits against dumb ol AI already. One yesterday, one today. Its OVER.

https://www.theverge.com/2023/1/17/23558516/ai-art-copyright-stable-diffusion-getty-images-lawsuit
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>>
>>933803
This thread sure aged like shit

https://blogs.nvidia.com/blog/2023/03/21/generative-ai-getty-images/
>>
>>941252
See Nvidia's recent keynote and Adobe Firefly. You're out to linch on this.
>>
>>933803
For what? The models don't contain any images. Stop enabling tech illiterates having a voice.
>>
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I guess we're going to let AI fags steal our jobs then, without a fight, not even a whimper.
>>
>>941363
the computers rely on literally billions of stolen images made by you and me

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Unreal Engine 5.1 now available:
https://www.unrealengine.com/en-US/blog/unreal-engine-5-1-is-now-available

What projects have you been working on lately?

Unreal Engine 5.1 new features video:
https://www.youtube.com/watch?v=FUGqzE6Je5c

Building Unreal Engine from source:
https://docs.unrealengine.com/5.1/en-US/downloading-unreal-engine-source-code/
https://docs.unrealengine.com/5.1/en-US/building-unreal-engine-from-source/
https://github.com/NvRTX/UnrealEngine/

Learn Unreal Engine:
https://dev.epicgames.com/community/learning?application=unreal_engine

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>>940801
kino
>>
I'm a complete noobie, how many high poly, high rez characters could a reasonably modern PC handle on unreal?
I want to make an animated screen saver, a simple fishbowl with 4-5 goldfish taken from Daz 3d assets.
>>
anyone else as excited about metahuman animator as I am?
>>
>>941175
I am very excited but I haven't even booted UE5 yet
>>
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Wheres the best place to download paid plugins/models for free?


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