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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.

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So THIS is the power of blender
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That's not puzzling in any way. You can get ripped and still suck at art.
Not only is it not puzzling, but it explains his lack of skills in 3D. Instead of focusing on his own musculature, he should have spent time focusing on the musculature of his 3D character sculpts.
Idk, if you go to /fit/ and show them this chances are he'll get called a dyel faggot or say he isn't that ripped. Also 3D stuff is way more time consuming than just going to the gym which can be around 6 hours a week in a good case scenario.
What do you mean, Blender Guru just said you can learn it all in 4 weeks! >:'(
can confirm, all I do is cg and gym and he is hellishly bad at both

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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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I use Fusion360.
But I design real things that get manufactured so it makes sense.
Are you intending to make real trucks?
Cad is to design things with real world precision, if its for a virtual world I guess its overkill?

I mean, I guess if for you to make accurate models for your projects more power to you. I think I went down the rabbit hole of minimal topology and trying to get the majority of detail via texturing.

Most game models usually end of a mushy remant of their hp glory. But the textures can add in everything from shadows to depth depending on platform and pipeline.
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.
how do you model a dent into a metal surface in cad

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How close am I from making proper waifus?
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Just 1% away.
9.4605284e15 meters
you already posted this in /v/
>browsing v
fucking far

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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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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?
>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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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.
This is accurate.

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For real?
I thought you guys were joking.
Are you joking? Can't tell any-more.
I thought he was joking as well so I skimmed through it. He really does shill his own tutorials. Pretty epic.
this guy is going insane
what the actual fuck
Never watched any of his long ass multi part tutorials

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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
okay blendlet
Blender is not a renderer
Can we get a fucking straight answer in here?
You'll be buying them since cracks don't exist.

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


>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)
You'll also find plenty of stuff on the official forums and sites like DeviantArt.

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

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>only young characters released in a while
>they're ugly mutts
oh well
I guess they think no one will lewd shitskins or something
is that famous YARR site dead? says it's in maintenance
Maybe they just doing you know, maintenance?
They look fairly American to me.
Forget what I said earlier, you want to user either facebuilder or wrap3. Don't bother with gen or headshop

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2.91 just got released!
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I didn't really realize that I am in the Blender thread, so yeah - too bad, Blenders shitty tools make it less easy and enjoyable.
Does retopoflow fix this shit?
I doubt it but I don't know.
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second time making a crude little island

So, is this how 90's JRPG's textured their grass and sand? Did they had the tools to paint with noise/cloud textures back then like I did here? Because this is ridiculously easy and I feel as though I've produced similar results as them with it (albeit rushed and not polished)

The current page for my 200 weapon mod(and lots of other things, of Xonotic) doesn't get me a "community". Thus no one knows of the game/fork, no one plays it, no one makes medeval maps for it, no one uses the extensive additions I added for mapmaking.

I need someone to make a ChaosEsque community website, admin it, for them to be the king there: infact the public face of the game; without my involvement.
(Current page of no community: https://www.moddb.com/games/chaosesqueanthology )

Can you help? I mean: I did help convince the forking of Nexuiz to occur in the first place... and I did make the Tuba model for Nexuiz, and the func_heal, I'm asking for your help now.
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You make and maintain a community website for my opensource game; and get players etc.

I lie and claim that you are a developer of said game.

You apply for positions using my opensource game as proof that you are a programmer and make money. All for the price of building and maintaining a community website for my opensource game and recruiting players etc.
Why cant you do it yourself.
>Why cant you do it yourself.
I don't want to. I've made and admined similar websites, with forums, and shells (ssh), etc in the past. I want to just work on my code and 3d models. I don't wish to expend the energy and time building a community.

So I offer this corrupt bargain.

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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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With enough money people submit. FOSS can be killed if a fork with better tools is presented. Only Linux foss os shitters will stay with the original out of some misguided integrity. Pretend Boston Jew anon is right.
Based and Corporatocracy pilled
they'd have to buy out every single contributor
Also a pedo, judging from that image.
Just the ones that matter.

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/3/sources General
- Teapot Edition -

>Pastebin with free resources

>Last Thread

Use this thread to post any free resources or anything else that you'd want to share with your fellow anons. Textures, materials, brushes, models, references, tutorials, anything that you think might benefit another anon, please post it here.
It might help to check the Pastebin before you post, in case there might be duplicates, but it's not a problem if you don't.

Almost everything on the Pastebin list should be free. That doesn't mean it's CC0, so if you're wary about copyright, it might be a good idea to check the license of what you're downloading first.
Some sites may require a signup, and some might be sites that are "free" but limit how much or what you can download.

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Good save. Nearly forgot all about it.
Where can I find SouthernShotty's paid tutorial? I'll pay for it after I know for certain it's good.
>Where can I find SouthernShotty's paid tutorial?
Not here. You misunderstand the purpose of this thread.
Does anyone have a couple of good Feather alphas and textures for haircard usage?

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I'm range banned from vg so yeah here's a 3 thread
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That looks really nice, OP. Congrats, you're better than 99% of posters on this board.
I'm 99% sure he didn't make that because I've seen it elsewhere on /3/ days ago.
I don't think so.
yes it's not mine, it's from an alice in wonderland game for the nds
>I'm range banned from vg
Literally why?

>it's not mine
Mods, take this man away

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What's your most deep darkest workflow secret?
I'll start, i paint normals.
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Do you have any examples of your work?
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.
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

is this good topology?
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Who cares if it doesn't deform
this board doesn't have mods that delete these shitty threads?
that's from the converged star trek show
globohomo motion designers worked on the title design
good topology is white supremacist
This still subdivides like shit though. Where to add support loops so I don't get crap results at the corner?
>support loops
ancient technique
Does your crap application not support sub-d edge tension/hardness or what?!

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