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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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Click here to open this thread.

FakeOP edition

previous: >>679496

This thread is for any help you need with your work, regarding technique and/or software. All simple and/or stupid questions should go in here too.

Also, please do head over to the previous thread and help to answer any unanswered questions!
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Pirate C4d.
How so? Any links?
What's an easy but powerful software if I want to download a premade human body and paint a skin-tight clothing design onto it (i.e. just outline, no volume)?

How's this according to /3/?

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How so.
The most infuriating word ever
Why? Because you lack a good one?

>t. average mind
my idea is to alter the workflow with new software

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Last thread:>>676492
Chacter creator 3 help (https://forum.reallusion.com/Character-Creator/General) (https://www.youtube.com/user/Reallusion)

Vroid anime tool https://studio.vroid.com/download.html (now with obj export)

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

Pose tools for referencehttps://play.google.com/store/apps/details?id=com.agascreative.elposer3dhttps://play.google.com/store/apps/details?id=com.madcat.easyposer
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lol no
>making a game with a stock character

dude ow lazy can you get
Anyone know where I can get the Thicc morphs from guhzcoituz? I mean pirated btw
>making a game with daz3d renders

dude ow lazy can you get
Search the full morph names on yandex never failed for me

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Is this cheese industries?
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It's about to be.

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You guys told me it was better than Blender but is just confusing and harder to use, there aren't as much tutorials as Blender and didn't find anything Maya could do that Blender can't.

Fuck it. Im just pushing myself to learn it because is what they use in school.
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>Maya is a zombiefied mess of a program, abrely held together with ducktape and prayers. Not only is it cumbersome and slow to work with, it's also unstable, crashes frequently and can even corrupt previously saved files. It's incredible the the industry hasn't abandoned it yet.

We use Maya at our studio and everything here is absolutely 100% true. The corrupting saved files thing happened to me earlier today. Autodesk really are a bunch of cocksuckers, a hopelessly irredeemable shit-factory. I wish them nothing but ill.
Fuck blender niggers too, if only for turning /3/ into a zoo along with daz degenerates. These fags need their own containment board.
The funny thing is that both Maya and Max are Frankenstein monster made from undead flesh of old plugins and ancient legacy code.
But even in this state both wipe the floor with something like Blender which is 10 years behind.
Nobody who has seriously worked with ANY DCC is going apeshit fanboy about it, those with true experience always remain in an kind of hot/cold, love/hate relationship with their tool.
Relentless fanboyism = lack of knowledge and experience.
Houdini Wizards being the huge exception.
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>But even in this state both wipe the floor with something like Blender which is 10 years behind
>Autocucks still believe this
That joke is 10 years behind, Anon.
Maybe you should actually try Blender before you open your dumb mouth.
See this is the problem with you retarded fanboys, you cannot accept any criticism and always imply people don't know what they talking about.
I am using Blender since 2.67. I know and use ALL DCC's professionally except Lightwave. I know exactly what i am talking about. Blender is ok for modelling, but for VFX its fails completely. Simulation tools are a joke, it doesn't even support modern Open Source formats like VDB, which makes it a nightmare for anybody who takes this discipline seriously. No substance engine, no Houdini engine, Renderman implementation sucks, Cycles is way behind the competition. No UDIM, no proper Alembic, shitty FBX support etc....
It's funny how blendies always say "see, in X years Blender will be better," yet they fail to realize that other software will also have improved in the meantime. To actually surpass alternatives, Blender needs more resources than it currently has.

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Hello /3/, it’s divegrass season again.

Our last run was pretty exciting, even though we fell just short of the title, but we made an impressive showing, especially on what /3/ is all about : 3D models, winning best overall aesthetics and WIP winning best new model (for the second time). Unfortunately the days of good looking /3/ are behind us as the cup has moved to PES18 which gutted aesthetics in general, and /3/ in particular. The root of the issue is the complete removal of an option that the team used heavily : custom models that could use the kit texture and change with it. 9 out of 23 players from Winter use it, and they’re the best of our models (notably the shitposter, WIP, Jiggle Physics). There are three ways to go about it now:

- Either use the PES kit and loose what made the players really unique
- Make custom models with their own texture, with the risk of making the team visually disjointed
- Make custom models that all use a texture that matches the kit color, locking the team into a single kit (most likely the orange Blender kit, because least likely to clash with other teams’ kits)

Then there’s the issue of the poly limit, the exploit to get full body models in the game comes with the caveat of a poly limit in the ballpark of 5k tris for anything from the neck down (the head itself has a 17k tri limit). That means a lot of models will have to be decimated with unpredictable results. There’s also the possibility of embracing the low poly future and making the whole team purposefully looking like it came from a N64 game.

Here's a poll to sort these questions:


Comment too long. Click here to view the full text.
Oops forgot the links about what is the team and the cup for new people

Did u all know that that logo is from a Catalonian television?
Jo ho sé.

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Okay Bois, redpill me on Lightwave. Is it any good or not?
it's an alternative to Autodesk bloatware without becoming a blender fag. And it's been around since the Amiga days and has lots of tutorials and free plugins
Thanks anon.
yeah but its ancient shit, not updated since 2012.
The only people who are still using it in 2019 are those who are fanboys and can't let it go. Its more or less dead, the community is small and constantly shrinking. Not to mention the constant drama behind the curtains. It got sold to an new owner and its future is .... nobody knows.
I wouldn't touch it nor would i ever recommend it. Many LW user are flooding into the Blender community, that tells you exactly where it is positioned.
Everything else is better. Stay away from this dinosaur.

lets see your physic setups!
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What exactly would I gain from doing that?
Guys like you shitting in your work and bringing de amount of OC from /3/ down, like you do?
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not any of those anons, i just wanted to post this
>not any of those anons
Since you posted decent work, clearly not
How long it took until you get final result?

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mia khalifah

arab porn star lady
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>be hapa who is unable to handle criticism
>steal models made by hardworking, pure bred asians to make your own """anime""""
at least the fan works are funny to look at.
Just search "RWBY fan animation" and you'll get dozens of fags wasting time and making the same exact animation fundies mistakes Monty made, or doing worse.
What the fuck is that crap. Do people unironically like that shit?

yes, it had a cringy sort of charm to it. besides the animation however the technical aspect of it is not very amazing.
probably the same fucking reason anyone makes a likeness sculpt of a famous person they are attracted to, you dumbass and how does her job reflects in any of way on the quality of the sculpt?

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Enthusiastic amateur here. I'm hoping to make
these eyesockets a more squarish oval shape. Which brush should I use to reshape the area?. Normally on other parts of the body I'd just use move to pull the polys to the right shape but given the angle I need to pull at it seems too tricky. Would one of the other move brushes be better suited? I haven't used them before. Pic related.
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He's the bets most consistent poster on this board. At least he's giving great content while you sit back and leech.
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Now, easy, easy everybody. She´s growing just fine. Add water and nutrients and soon we´ll have a full bloom Marie Rose. Just give it time.
Yep, straight into my filter list.
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3DGuy, I've complimented you in previous threads and I'm going to do it again. Your ability to self-learn and progress this far is commendable. You've also created your own unique style that I do not see on any of the other people here and elsewhere. That's something most artists struggle with.

But dear lord, man. You do understand your "look" is extremely niche and is perceived as unsettling to others, right?
>You've also created your own unique style that I do not see on any of the other people here and elsewhere.
His style looks like manifested retardation, who would want to do something like that?
That has nothing to do with skill, more with autism.

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What hardware do you use /3/? I've been using a gtx 770 and its starting to give me cancer. I don't really wana buy a new card but long wait times for small changes take the wind out of my sails.
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how many cards are necessary for hyper realistic gpu renderings?
Anyone here have a 4k monitor. Thinking of getting one but worried about texel density and if people would be able to see the tiling textures I author at 4k res on a 1080p monitor.
One is enough. But you'll have to be patient. Or you can offload jobs to a farm, in which case you don't need (that much) patience, but money.
I got one too and it is nice
I got an RTX 2080 OP

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>> blender gets good
>> rapidly less threads
it was a *hurr durr I am using special software* meme after all
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>Everything Nodes
What does that even mean? Obviously I know what it means, but in terms of workflows and shit I've got no clue. What could you do with everything tied to a node that you couldn't do before? Plug a mesh into a subsurf node instead of putting it in a modifier? I'm looking forward to it to be sure, but another part of me could give a fuck less.
>Plug a mesh into a subsurf node instead of putting it in a modifier?
That's a basic example, but yes, you could to that.
What makes it interesting is that you can then add a whole host of other nodes to that modifier, basically programming it to do whatever crazy shit you want.
That said, it's usually pretty hard to figure out how to use complex systems like that effectively, and it's probably going to involve quite a bit of math. Not very artist-friendly, to say the least.
Do you know about Houdini? Everything Nodes will push Blender past Maya territory and right up there with Houdini, which is node-based.
I'm a long time Maya user. Always hated blender. But, I'm intrigued about 2.8. I can see where it can be useful now.
>Always hated blender
Why, does it make you question your life decisions?

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As people in Japan and the west are reacting at the latest Pokémon games being shit, they started a hashtag called "Modeling Pokémon in 5 minutes" #ポケモン5分モデリング in order to spite the creators for the bad quality of the games.
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No one cares about your weeb game dude.
All animations, models, and textures were made years in advance by Creatures inc.; this movement was pointless from the very beginning.

The problem, it seems, was porting all of them to the latest overworld engine; but they're unable to do all of them due to the shift in priority.
You physically couldn't trade from GBC to GBA
That's what I said.

>you cant even trade them forward unless they're on the approved list

>Thought they did the same when they went from Gameboy to GBA.
The reason they are shit is because for some reason they are dead set on making 1 game with 2 or 3 versions EVERY YEAR. If 3 people made 1 model a day for a year in the pokemon team, then you would have all 900 something pokemon in the game. They would all be shitty because of time constraints.

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Substance now is finished as well.
Autodesk BTFO by based blender.

Time to stop paying for cuck software.
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You can mask topo when sculpting in Blender too.
I don't know why you specify sculpting when Zbrush still beats any program's selection tools when using ZModeller
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Do you not know how to use polygroups?
Enlighten me. What's so amazing about polygroups?

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