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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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With a new Topogun finally around the corner, let's have a retopo thread.

What is your go-to for automatic retopo and why?
What is your go-to for manual retopo or adjusting automatic retopos?

Do you enjoy retopology?
3 replies omitted. Click here to view.
You use automatic retopo to get a mesh that it's easier to sculpt as dynamesh gets you subpar results after a while. For good end results you either retopo manually from scratch, use from the start a basemesh with clean topology or use zwrap to transfer the highpoly to a clean mesh. ideally you want to use an uved basemesh that that u used before because then it's easier to transfer details like pores and wrinkles between assets and saves you a lot of time
Is it true that Maya's retopo runs like shit?
I'm mainly using max but it runs fine while retoping
Is that in 2021 I'm still on 2020.
Does 3DCoat still hold up today? How does it compare to other retopo workflows?
I unironically enjoy retopology it's my favorite part of the workflow.

Optimal Rigging Edition.

Post your latest work, ask questions, discuss addons, etc.
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For something like a tank, I would import the tank without the turret into UE4, then with the turret, make sure the origin point is EXACTLY where you want the axis of rotation to be. Import that into UE4 and add it to the tank inside it's actor blueprint so that it inherits rotation and location from it, then you can control its rotation with Set Relative Rotation nodes
Do that mean I create multiple models in the same blender project? Like a collection with:
>tank base

Do you mean that can be exported as multiple models? And then piece it back together in UE?
Seperate objects get imported into UE4 individually when you export the whole project as FBX into UE4, so ya you wanna seperate the turret from the tank in Blender if you haven't already. If you don't know how, select the tank, go into edit mode, select all the turret vertices and hit P > Selection
Select All
Open N Panel
In the Image tab set UV Vertex to 0.5, 0.5
I'm so intimidated by the process of making something that doesn't look like total garbage, that I haven't even tried sculpting anything, how did you find it?

100% Linux FOSS made model.

Material maker
Armor Paint

100% FOSS on lubuntu.
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>It's my first serious result niggers.
HAHAHAHAHAHAH u fucking retards are deluded
here is your stylized low poly bro
>I need to learn more, but I'm happy with the results.
if looking at that is causing you happiness and not pain then you don't have the capacity for self-judgement that you would need to be able to improve.
>still plays video games in 2020
>uses daz in any year

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Post anything that you're working on rn.
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Started working on this the other day. Still figuring out anatomy, but, I think it's mostly okay?
The neck anatomy is a complete wing-it, and the ears don't really make sense. So, those are areas I could fix.
I kinda want to texture it and call it "Finished", but I don't know the first thing about texturing it, I've messed around int substance painter, but, not enough to have any idea what I'm actually doing.
Plus, I think the eyes need fixing before I do that, and I've never sculpted eyes beyond basic impression stuff.

Anyone have any suggestions where I should go next with this?
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Just started doing the brickwork layout in photoshop. Super pleased with the topology.
things I would change anatomy-wise
1.the outer part of the nasolabial fold should attach higher and since hes grinning his cheeks should protrude more
2. the ear hole should be lowered to be at the same level with the zygomatic arch
3. add more anatomical detail to the nose
4. the trapezius muscle should attach to the colar bone at the end
5. The sternocleidomastoid should insert at the mastoid process
6. rotate the eyes towards the outside so it doesn't look cross-eyed
7. the form of the zygomatic bone is not corect, seems you made it round wherea it's supposed to flare outward near the lower end. But that might just be my impression because of the angle of the render
8. The glabella needs some more love
Other than that it's mostly fine but that depends, I guess, on how realistic or how stylized you want it to be
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I was feeling good until this happened...
Add/remove some loops.
What's the problem?

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I'm a photoshop professional. Given a halfway decent unwrap, which is something I've recently become somewhat comfortable at, I can theoretically paint incredibly good models. Especially if they're lowfi and meant to be retro and pixelated (dusk, quake style visuals).

But painting in Blender sucks absolute ass. Like incredibly so.

Is there some way to connect my psd file to Blender, and have it update in realtime? Because the only thing stopping me is the confusion of connecting planes which is not easily solved without immediate feedback on the 3d view when you're painting.

Please help, I want to make an awesome game.
I'm the anon that made this thread >>739407
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There is no texture paint program that comes close to the tools you have in photoshop. What I do is I use a 'camera render texture' in max that way I can at least paint directly onto a fixed background image of my model from any angle inside photoshop and have it show up exactly like that on my model thru texture baking.
I don't get how painting on a flat plane can be better than painting on a model itself.
What was the solution you found? Also you can just turn down specular in the shader tab with your material selected
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>I'm a photoshop professional.
>I can theoretically paint incredibly good models
So do you actually do art for a living in photoshop because pic related is what actual quake artists produced and judging by your pic you're years of art training away from being able to pull it off.

What is it that makes people think "I'll make it low-res like old games" is a way to avoid having to develop art skills? The people who made these games could only make this low-fidelity stuff look good because they were experienced artists.

Anatomy, tutorials, construction, building, texturing, etc. Anything that you think might be useful goes.
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damn, good textures can really make a model standout
The torso picture is particularly good for modeling.
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The Perfect Pipeline.
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>We would be really happy if 3DCoat could be used to create beautiful works of art to inspire and bring joy, and not provoke hatred, aggression to people, wizardry, witchcraft, addiction or carnality.
make sure you don't sculpt any demons, anything magical, violent, and nsfw
>We can not (and don't want and are not going to) control your activity (our EULA do not have such limitations). This is our appeal and not a legal demand.
They cannot stop you, but do you want to support them after all?
>still hung up on this
and you never cared to begin with. You are so cool anon
So is 3DCoat worth incorporating into the Blender pipeline?

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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.

Comment too long. Click here to view the full text.
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Can’t believe this is free. Procedural Clouded Sky HDRI by Spooky Iluha.


https://gum.co/procsky - 0€

Originally posted on Reddit with gif preview: https://reddit.com/r/blender/comments/gl0ko9/revamp_of_my_sky_hdri_shader_download/
Really cool. Def gonna play around with it.
Added it to the HDRI section.
Thanks for contributing anon.

I've got an account there, and I did what I could to search for textures.com textures, but I couldn't find anything.
Depending on how you use the free ones there though, you should be able to get away with using them close up. How are you wanting to use them?
You might be able to try using an AI upscaler as well that fills in the details if you're really desperate.
Stop that, this thread will last for weeks without you bumping, you stupid newfag.
If you insist on bumping then do so with content
Don't tell me what to do. I've been the one taking care of these threads and curating the general. It hits page 5, I bump it.

There's a good amount of new people to the board that probably won't check more than a few posts/pages down, and will just make a thread asking for this sort of shit. Bumping it every few days keeps it up there for those people to see. Got a problem with it, hide the thread.

>If you insist on bumping then do so with content
By all means you first.

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ITT: Post your donut, anvil and coffee mug
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Ah gomen gomen, I am sleepy and misclicked....several things it seems, all is good now.

Except for fucked up normals I think
>promotional material for a company that wants to teach you for money
>they can't find a human model to use without fucked-up facial proportions
i love internet education
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It's just a simple low poly human base mesh they use for teaching topology.

The CG Cookie character course result looks like this.
>It's just a simple low poly human base mesh they use for teaching topology.
i understand that it's not a course on anatomy but the fact that they don't care enough to fix that wonky face doesn't exactly fill me with confidence about the knowledge they're trying to sell me.
what are the best blender tuts on youtube?

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i recently got into 3D modeling, and i was wondering how much money I can make from doing this full time. how much do you fags make? how long does it take to get there?
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lmao at all of these fags that do the cringe donut, and then think people will pay them to make shit.
ive been doing 3d since 2012, went to school for it from 2014-2017 and now i work for apple corporate making 135k a year doing their commercials.

if you eventually want a job id highly suggest the gnomon workshop and downloading the free version of maya ( which is the full version, it just has a popup saying it was made with student when you open a file... thats it ).
It takes a long time depending on your goal.
Or you can just start a patreon for your yandere hentai game and win a ton of money for doing shit work.

You didn't hear yet?
Why don't any of the Covid migrants pick up CAD?

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How much longer do you think it will be until Autodesk buys SideFX and Houdini?

How will you feel when it inevitably happens?
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Max has tyflow... nothing beats tyflow
don't know but if they do probably only to loot Houdini's technology, incorporate it into Maya and scrap it like they did with Softimage
What did they incorporate from Softimage specifically?

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Which do you use and why?

What are your thoughts on each option based on their own merits?

3DS Max?
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oh i remember getting screwed by those frenchmen. bought it looking forward to features that they already announced and after nothing for a few months im informed that those will be part of the next edition that i need to buy again. fuck em
strange way to spell 'based'
it's a lot like perpetual fallback licensing. You pay for software and you can use it, and if you want to get new features, then you extend your license. In this case you just pay once for that one version and some fix updates. It's nothing new in the industry.
yeah but at that point it wasnt called akeytsu(current year) and there was no mention of having to pay for updates. i wouldnt be so pissed if they were upfront about it and they said "look were developing this for the version youll have to pay for again"
How does Blender's animation workflow compare to other packages?

Ton said it's getting an overhaul in 2022, is there really that much of a problem?

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What is the /3/ consensus on Topogun 3 so far? Will it be worth the hype?

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It doesn't have scripting, though. And export to non-Modo formats if I recall correctly is limited to 100k polys or so. Kinda like Maya LT.
Just tried out the beta. The autotopo isn't very good, loads of diamond shapes. It's slightly better with guides but no better than other software. The topo tools themselves aren't very intuitive. I find 3d coat way easier to use plus you can do your uvs then and there in it. Might be worth it for someone who doesn't want to buy a 3dcoat licence just for the topo tools but I wouldn't get it.
OOF, throw that gimped crapware in the trash! BURN IT.

Can you imagine using Maya without the Python API? I value my time, so no thanks.
IDK man, I don't see anything here that Maya's Quad draw hs not...
If you had a functioning brain, you'd see the benefits of other, more sophisticated retopology tools.

What is the consensus so far?


Also does it really go on sale that often? Or is that just the crappy Steam version?
2 replies omitted. Click here to view.
>Mixer is the new Substance competitor.
It does a shitty job at competing with Painter.
Mixer is the original, while Substance Alchemist is the copycat. It does a great job with this workflow, even incorporating stuff that you would have to do in Substance Designer otherwise. But it is no competition for Painter in its current state - maybe in a year.
I know, but it's still nice to see them going in the right direction. At the very least it's a good option for solo gamedevs.
For sure, i will praise them when they reach their goal. Until then i will use my pirated Substance suite, in combination with Mixer and Mari.
They have sales at Christmas. You don't really need the pro version though.
It recently updated its applink with Blender. They're targeting the Blender audience.

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