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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
59 replies and 57 images omitted. Click here to view.
>>
Click here to open this thread.

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Why wouldnt people use a CAD program like fusion 360 to build everything for game models except soft surface models? Using it for making cars and houses is obviously superior to blender. Ive been trying out the workflow of fusion 360 -> blender -> retopo -> ue4, any pitfalls here?
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>>784481
>>784493
Right now trying to make intricate vehicle parts ala beamng or my summer car, buuut was thinking to apply the same thing to buildings and interior props
>>
Use what you are best with, In my experience programs like fusion in a studio environment have their downsides, what happens if you get caught up and a co worker has to pick up some of your work and doesn't know fusion? the workflow is so different from other softwares.
>>
>>784350
how do you model a dent into a metal surface in cad
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>>784991
You don't. Or you use a tiny solid to Boolean subtract, which is retarded.

In CAD, you create perfection. You then bring that into any traditional 3D DCC, and take it down from perfect to realistic. That's where you infuse the model with soul and artistry.

HOWEVER, don't use Blender for the last step. If you do, your work becomes cursed, and you'll never make any money from it.
>>
I wish I could have the relational measurement and positioning tools of a CAD package, with vertex modeling and sculpting.

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2.91 just got released!
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Thoughts on auto rig pro?
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>>785001
I like textools
https://www.youtube.com/watch?v=eu8r_DDJqhU
>>
>>785014
Mixamo is a better option
>>
>>785014
as far as I'm aware, it's the only way to re-target an animation made for one rig onto another.

Aside from that, I don't like any sort of auto-rigging addons. I'm very particular with how I design and use my own armature skeletons. I like making using of the "Auto-IK" button in place of IK constraints and I strategically only make bone constraints that make sense (independent shoulder and hip movement)
>>
Blender 2.91 won't even start. How come that I can run 3DS Max 2021 on my PC but Blender 2.91 can't even start.

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So THIS is the power of blender
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>>784857
>>784868
can confirm, all I do is cg and gym and he is hellishly bad at both
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>>784259
what the actual fuck
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>>784251
His portfolio was straight dogshit. Neither Blender OR Maya can cover up the work of shitty artist.
>>
>>784620
Stop projecting. There are plenty of people here that are professional and plenty that are hobbyists. You can be either and still recognize a shitty portfolio.
>>
>>784651
>Do you really think studios he is applying to create their textures with procedural materials for Cycles
yes, I think he would

Welcome to /amg/ the general thread about all things to do with modelling anthro creatures.

>post your works in progress
>post anthro models you like for study
>talk about anthro specific sculpting, modelling, texturing, rendering and animation technqiues
>be nice!
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>>784072
Not this shit again. You have a board for this, because nobody wants to see this here, even if it is in 3D.
>but my futa is in 3D!
>my handsome men are in 3D!
doesn't matter, all of you go back to your nsfw boards, you don't need multiple threads.

>anthro specific sculpting, modelling, texturing, rendering and animation technqiues
If you don't learn the fundamentals. you'll end up like 3dguy
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>>784119
this place is going to rott ur brain mr jolly
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>>784119
what ended out causing the issues?
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>>784523
We have proper definitions for a reason
>>
With break coming along I plan on doing some practice models of furries I liked on the web (with permission).

is this good topology?
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>>784845
that's from the converged star trek show
globohomo motion designers worked on the title design
good topology is white supremacist
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>>784900
This still subdivides like shit though. Where to add support loops so I don't get crap results at the corner?
>>
>>784938
>support loops
ancient technique
Does your crap application not support sub-d edge tension/hardness or what?!
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>>784876
quads and n-gons dont even exist
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>>784950
Ofc it does. Ancient technique, though? Really?

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>Becomes the lead developer of the sculpting branch by himself
>BTFO a company like pixologic all by himself
>releases more features than pixologic in less time
>Makes better 3D waifus than /3/

When will /3/ realize Pablo is the final boss of 3D?
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>>784912
Based and Corporatocracy pilled
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>>784929
they'd have to buy out every single contributor
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>>784880
Also a pedo, judging from that image.
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>>784949
Just the ones that matter.
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>>784961
Maybe you are the pedo.

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QTDDTOTT: Questions That Don't Deserve Their Own Thread Thread.

>Is the utah teapot at all related to the T-pose?
>If I turn my blender to max will it make mayannaise?
>How can I learn 3D fast without learning anything?
>Where can I buy an 90's SGI machine?
>Is anamorphic filtering something I can use for anthropomorphic specific workflows?

prev thread: >>772227
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>>784914
if your stuff is viewed in printed form or cinema you can care.
if your audience is viewing the stuff on a pc don't bother they probably have shitty color accuracy on their screen.
>>
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https://youtu.be/AppcEXhB8aY
What program is this?
But more importantly what do i need to learn to make those kind of characters .I don't mean the modeling there's already alot of tutorials on that but how do you get real time hair physics and that tail movement and those shaders. I'm guessing it's all in unity? what good resources are there to teach you about doing this kinda stuff.getting a finished usable charchter
>>
Anyone tried ripping 3d models from Sketchfab? If so how?
>>
>>784914
i1display is better from what I've read but really you need better screens too
>>
>>784947
Could be Virtualcast, but I wouldn't be surprised if Hololive had their own bespoke setup just to avoid the risk of being dependent on another company.

The hair physics are just a bunch of bones set behave that way in unity.

You will need this https://vrm.dev/en/docs/univrm/install/univrm_install/

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What's your most deep darkest workflow secret?
I'll start, i paint normals.
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>>782155
A lot of it is laziness on my part, since I'd rather make a scene than spend 3 weeks modelling a car. Not to mention a lot of my clients are individuals, so making them pay a fuckton of money for me to model a car and animate a scene is just unrealistic.

It's nice to say, "yeah this job will cost $500", and get paid the actual cost of the work, but it's gonna scare off the only people regularly coming for shit like album art. Not all clients are big-fish, and they don't come often enough for me to rely on them.
>>
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Coom powers me and yet I do not find my own work sexy.
>>
>>774684
im so good at 3d modelling in sketchup and rendering with shite softwares that I can charge $500 for a set of 5 renders I did in about a day
>>
>>778612
Same
>>
>>778612
>cocaine
dude, i don't charge as much for it to be profitable

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How close am I from making proper waifus?
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>>784969
>browsing v
>>
fucking far
>>
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
>>784957
c-cris..?
>>
>>784981
this place is infinitely shitter than /v/ faggot

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ok so im probably going to fail uni and i need some money to get one
whould it be a good idea to learn blender and make profit out of it

i would say i know blender only 10%
how much could i earn from it
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>>784777
if youre going to fail uni you probably arent smart enough to just earn money out of no where with some skill you dont even have
>>
>>784791
Well, I'm close to you. If you get really good and catch some freelancing position in a western studio, you can earn mad money, but that's only IF you git gud enough and that will take quite a while. If you're in need of money ASAP, there are probably much better options available.
>>
>>784777
>whould it be a good idea to learn blender and make profit out of it
NO, it would be an exceptional stupid idea.
By that motivation alone I can tell that you'll fail. Do it as a hobby for fun if you like too, but doing it for money is stupid.
>>
>blender is for third worlders
>>
>>784777
learning 3d for the money.

No

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https://www.youtube.com/watch?v=nqW01JzVQFQ
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>>784931
I thought he was joking as well so I skimmed through it. He really does shill his own tutorials. Pretty epic.
>>
>>784347
this guy is going insane
>>
>>784898
what the actual fuck
>>
>>784347
Never watched any of his long ass multi part tutorials
>>
listened to the youtube version. Lost it when the poliigon shilling started

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I'm going to try to make this as short and clear as possible.
Ok, so I'm a programer who makes video games. For the moment nothing serious, just small projects where I test some mechanics and stuff but I want to start the serious stuff now.
I want to stay indie wich means, working with a small team, wich means for myself that I want to do as much work on my own on the projects. Meaning me wanting to pick a new skill.
But since I'm not a NEET and that I actually have a life outside of my gamedev hobby, I want to pick wisely or I'll make my life a new kind of hell. I'm a very organized person but let's stay realistic, there's no way I can program, model and animate on my own, I'll never finish anything doing all that by myself (obviously)

So this is where I need your experience and advices. I used to draw a lot as a kid/teen (and was good at it) so the logical choice would be to get into modeling. But body movements/choregraphies/martial arts have also been a passion of mine since my childhood so I could see myself animating and loving it too. Here's my problem, I don't have a particular preference for modeling and animating.

Then what do you advise me to pick between modeling and animating. Like I said, I don't have any preference (for the moment) so I need arguments related to these questions:
- In 2020 and in the future, is it going to be better to be an animator or modeler ?
- In terms of time, what's the quality of work you can provide for 50 hours of work for each skill? (I know it depends on a lot of factors but I'm not asking for something precise here, just an idea would be nice. I'm a total beginner in 3DCG)
- As a game designer (and programer), is it better to have a total control on your models or your animations?

I think I said it all. I know it might be a very vague subject/question but all I'm asking or is some kind of vague idea/answers of what is waiting for me wether I pick modeling or animating
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>>784951
He asked about modeling and animation though. Wtf are you advising for him to do with houdini? Spend god knows how much time learning high level workflow before actually being productive with it? Go ahead, call me a retard for the fifth time today, I see you enjoy it. All of those are incredibly niche tutorials for stuff he might not ever need, why start with that?
>>
>>784954
>He asked about modeling and animation though.
And I gave him an answer.
>Wtf are you advising for him to do with houdini?
doing magic?
>Go ahead, call me a retard for the fifth time today,
I called you a smooth-brain before, but If you insist I can also call you a retard.
>why start with that?
Because it's what I've got and its better than nothing. Youtube's Algorithm will help him further.
Do you have a better strategy that you would suggest to him? Then lets hear it.
I made my points, why should I try to convince you?
>>
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>>784965
I already gave him my advice before. Anyway, good luck to him if he decides to start with Houdini. That's all from me.
>>
The truth is that Houdini is a harsher filter than, say, Maya or Blender. If you start with Maya you'll certainly be able to finish viable projects quickly (single models, at a minimum); with Houdini it's not a sure thing. It works as a lower level and you may grow tired of how slow it is to finish things at the beginning. Of course, once you start going, you'll get more bang for your buck, but that comes with experience and a fair amount of work.

I advise learning the basics first in a true and proven beginner-friendly environment, using Maya and one of the myriad courses available, and only then complement your skills with procedural tools. If you want, you can partition your learning 80-20 in favor of Maya with Houdini, just so you can progress at a good pace, while also being exposed to procedural methods.
>>
>>784984
This is accurate.

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I have the option to get either or with x particles with cinema 4d r20.

What would you guys choose?
>>
none. Render with blender. Even flippednormals says they exclusively use it
>>
>>784939
okay blendlet
>>
>>784939
Blender is not a renderer
>>
Can we get a fucking straight answer in here?
>>
>>784975
You'll be buying them since cracks don't exist.

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"Don't shit up this thread, OP" edition

>IM NEW AND WANT TO COOM ASAP
https://www.youtube.com/playlist?list=PLF3LSR7D48MdAGHAAxy3VRAExVi7TKCg9

>Daz Install Manager or Daz Central?
Whatever you're more comfortable with, they do the same thing. I prefer DIM.

>FREE STUFF (not a comprehensive guide just personal favorites)
https://www.renderosity.com/mod/freestuff/?browse
https://sharecg.com/b/21/DAZStudio
You'll also find plenty of stuff on the official forums and sites like DeviantArt.

>Y RENDER SLOW???
For optimal performance you'll want a relatively modern nvidia GPU. Though now there are plenty of bridges to other 3D programs and engines.

Comment too long. Click here to view the full text.
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is that famous YARR site dead? says it's in maintenance
>>
>>784806
Maybe they just doing you know, maintenance?
>>
>>784748
>shitskins
They look fairly American to me.
>>
>>783659
>>783129
Forget what I said earlier, you want to user either facebuilder or wrap3. Don't bother with gen or headshop
>>
>>784748
just like no one will lewd you, shitskin




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