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

Ok bois, new trailer is out and it looks better than expected.


New textures and shaders, models have more detail etc.

I wonder what do you think was their approach with this remaster? Some people are saying it has completely new models but I think that’s bs. I’d bet they just reused higher lod versions of original models (if they still have build files) but retextured them from scratch. Thoughts?
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I never got into any 3D GTA game before IV because even back then I thought they looked and played like absolute garbage.

To give some perspective GTA 3 was contemporary with Metal Gear Solid 2 and Final Fantasy X.
San Andreas was contemporary with Doom 3 and Farcry.

We had experienced the vehicle physics of Gran Turismo since 97, we where Gran Turismo 3: A-spec spoiled when
Rockstars gave us cars that handled like something from a mod for Quake 1.

At the time of their original release all of these games looked and played like unpolished titles from several years before their day.
And this was at a time when graphics was so crude it really evolved at a rapid pace.
I get that there was novelty in the map size open worlds but more trash does not equate better trash in my book.

My verdict is these where awful looking games back then and they are even more awful looking games today, no amount of shaders is ever gonna save them assets from looking trash.
I was about to post the same shot. This one looks so empty. rest looks fine otherwise
I think it looks awful. But it's expected for 2K and their need to not spend anything on anything.
Feels like they only went 1/4th of the way, and only added textures and some shader improvements, but left the models on the cutting-room floor. There's nothing "wrong" with the original models in terms of how old the games are, and I know that they updated some of the character models, but I do wish they would have done SOMETHING to update the buildings and such while keeping the same footprint. Halo Anniversary 1 and 2 pulled it off (Gearbox port woes aside), but I guess expending minimal effort is expected with 2K.
What I want to see is how they fucked up the music. If they couldn't bother with most of the models, you know they wouldn't bother with most of the music licenses.
>looks better than expected
Kys, and go play real remastered games like shadow of the colossus or demons souls.
Fuck LazyStar
The only real upgrade here is that they used unreal engine, and maybe modders will be able to take advantage of that in the future.

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Previous: >>850791
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samefag, now my texture does this, ig its modifier related ?
You have to convert to grease pencil and then export as svg or pdf, I think materials were supported but no textures or shadows, idk if they added that
>still can't ctrl c ctrl v a node setup between two blender instances
i did the doughnut tutorial 6 months ago then lost all motivation and dropped 3dcg for few months. Recently launched blender and i forgot most of the stuff. Am i retarded or you really need to keep doing this stuff constantly to not forget.

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how long would it take to create something (on a graphical level) like this?

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your point?
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if you think this is 3D then you might have issues
If you're just gonna copy it, probably a week tops if you already know the tools you'll use.

However to create it from scratch you gotta first plan and design it, that takes much much longer.
why are their noses uncovered?
It's a symbol of obedience to the system. It doesn't actually do anything.

What's /3/'s verdict of pic related?
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Photoshop is legit the most versatile tool I've ever used. You can even make small time 3D models in it and best of all it's super light weight
I wonder if it's more profitable for them this way that as it was before when you had to shell out 4k for the entire adobe suite
it is profitable in the long-term, as piracy users would have enough money earned to pay for said software
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>it's super light weight
I often wonder how software development got so bloated. In 2000 you needed 64 MB to run PS.
22.0 needs 8 GB now to just start up.
My OS sits at 3.5 GB, also for doing nothing.

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>V3 after over two decades of V2
>asset browser finally in Blender
>geometry nodes also in Blender
>"rockstar" sculpt mode dev left who was a major attraction with his steady stream of new features that attracted tons of people
>no changes for the texture mode (basically abandoned)
No more hype material in 2022?
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>Nobody serious cares about texturing in Blender
No shit, because there are barely any tools for it in Blender. Everyone would stay inside Blender if it had some decent texturing tools.
>26 full time employees
You know it takes more to run a company than just the people making the bacon, right?
Of those 26, you've got people in finances, legal, HR, PR/Web stuff, and everything else that you need to keep a company's lights on.
The anon saying they've got all of 3 dedicated developers might be a bit facetious, but really he's probably not too far off the mark.
No they wouldn't.
It's a non issue in the face of actual issues.
Really? What are they doing all they? Sitting on their hands?! Seriously...
most of the developers do the weekly updates, 13 guys did that last week, I suppose these are the paid ones

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a rigger just told me to go fuck myself in an email, which lets me know, that the rig is going to be S-tier.
Riggers are the only ones getting a pass on being rude. They get the N word pass for all I care. Riggers can company email dick pics around and molest coworkers. idgaf.
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Makes me wonder why they keep putting the joint in the wrong place to begin with.
Deadlines probably. I wonder why they insisted on having that foot fully extended in that scene. It’s not a very natural position regardless.
Exactly, although I have seen some artists, even the ones who focus in those bits using very unnatural poses.
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This >>857835. Build the skeleton before/at the same time you build your mesh so all your joints are ensured to be in the real position.
Sticking a skeleton inside a volume after the fact is very messy in compare.

>Makes me wonder why they keep putting the joint in the wrong place to begin with.

They may have modelled the leg hyperextended with a locked out knee and then realize the ankle joint end up offset forward of the
hip/knee line so the leg bends the wrong way under IK. So they fudge it by placing the ankle joint backward towards the
Achilles tendon. Basically they did not think about the rig when they built the model but tried to make a rig after they already had a model.

Pic related is how I articulate the foot for videogames (no morphs).
What am I looking at exactly? I mean, are those separations a graphical explanation for the vertex groups?

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Is it reasonable to feel dissapointed about this industry?
everywhere i look seems like a very miserable industry and I don't know if I made the right decision spending years on this.
i have yet to make any money with 3d so i don't know if i'm being overtly cynical about it, but everywhere i look it's either full of crazies or talented people who
seem to be also always looking for work or simply not doing well.

take for instance india doing a ton of work for major AAA studios, they outsource all this workload to india as it's probably way cheaper than paying a local artist.
the way it looks, in the future all work will go to india and major studios will only have minimal staff, look at studios like DNeg, mumbai, or outsourcing studios
like little red zombies.

this might not seem like a big deal to some, but in all honesty who would like to be sorrounded by indians and living in their nasty smelly cities for subpar pay?.
maybe I should have become a programmer instead, but the situation in that industry doesn't seem all that different either.
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the point of 3d is do make personal projects, make indies, or just as a hobby.

never work for big studios, they will drain the life out of you and if you do, only stay for a year just for the experience

if you really want to work in the industry, become a manager/supervisor

be really good at talking to people, talking about the work, makers are modern day slaves that can be replaced within seconds

>>lol artists
welcome to the consoom market , make stuff that you like, 3D has a lot of applications, not just entertainment
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To work in-house at a game company it's important to have a strong artistic skills, a good eye, good communication skills and understand the software and pipeline.

Most important is your ability to work in a team, to communicate with other artists/designers where your work overlaps and work towards a common goal.

If ALL you want to do is make art then go to an outsourcing house or freelance. If you work in a studio you should expect to contribute as a game dev and not just make pretty assets.
This, I work in outsource and it definitely does end up being kinda boring, you just grind out the assets, that’s it. Usually minimal communication with your lead and the oursource director, especially if you’re actually good at it so they rarely require additional fixes etc.

It’s basically - create a prop - “I love it, looks good!” - start working on another prop - repeat.
Dutch-American Immigrant and oldfag here. Who gives a shit about "major" game studios in this day and age? I've been through the corporate grind, from a four man garage company in 1988 to working at the Los Angeles branch of EA and others. Studio environments are seriously fucked and nothing but creativity-stifling poison to the mind. You are no artist in this environment, you are a brain dead machine.
Nothing good & nothing of value comes from this cursed industry.

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not mine but i love this guy, you anons probably look a lot like him
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Amazing, gonna use that as much as I can
why? not to detract from it, but the original has been shared, I think in this same thread
I was bored.
Does he jiggle? Does he wiggle? Can he shake his groove thing?
See >>831000

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rate my render pls
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your plate numbers are floating
Wait, what?
I dont consume the media- I make the media
Heh, sure you do kid.
op is just giving us suttle world building , the city is so bad cops have to carry two guns!

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Looking to see what other people are making, maybe get inspired, maybe learn some tricks/tips for weapon design
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Here is mine.
Its a concept gun because it doesn't exist in reality.
I took the Heckler and Koch MP-7 and turned it into a bullpup assault rifle.
I love the design of the MP and I love bullpups because of their futuristic appearing aesthetic.
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I have created a rig for it, but I haven't done the animating part yet. Sadly it's one of the many unfinished projects on my HD that is sitting there since a while untouched.
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In addition, I took one of the zombies from Mixamo as well as some zombie-walk-animations, added a ragdoll and made an death animation for usage in combination with the FPS Rig, but I am procrastinating hard and it is still in this unfinished state.
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tiny pew pews

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What do you guys think?


Can you see yourself importing your 3D models to your iPad for texture painting?
I know a lot of people love Procreate for its intuitive 2D drawing workflow, can you see it translating to 3D texturing?
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Thx for the review, pretty much what I expected. I won’t even bother with these apps until (if ever) Adobe releases SP for the iPad. I already pay for sub anyway, so if it could also be free with the standard license it would be perfect.

… Now that I think of it, that sounds way too good to ever become true. We are and will remain forever cucked in every way imaginable as 3d artists.
The chance that Adobe and Apple will push for SP to be released to iPad is pretty high, I doubt that it will never happen, I feel like it will happen sooner than you might expect.
They will probably do the same thing as Armor Paint and just drop it to iPadOS the same moment they release their Apple Silicon port, at this point it still runs via Rosetta 2 compatibility mode on MacOS and they have shown SP for a brief moment in the MacBook Pro keynote a few days ago, they 100% have a M1 port in the pipeline.
This thread is at least apple related so I want to ask iphone pro users if anyone used lidar for scanning small environments or single props and is the qualiy good for reference during modeling and texturing? I know it’s shit for the final model, but just as a reference?
It’s good for references, yes.
It’s especially good for properly scaling objects inside an environment.
Yeah, that seems pretty useful. I remembered I can see some scans on sketchfab, and as expected, larger scenes are blurry but could still be a decent ref, but small props are actually so good I could drop them straight into my scenes. They may not be production ready hp quality and have some errors, but as a filler prop in personal projects they should work perfectly I think. Huh, lidar actually seems better now than I thought it would be. Not to mention how fast the scanning process is, I guess I could scan random shit when I go outside all the time. I wonder if ian hubert uses it as well.

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Ok, we all know the board is invaded with coomers so I post this classic to grab all of your attention, yet not alienate the coomers.
ITT we post 3D artwork of significant quality made by the artists we admire in order to understand who it is /3/ as a whole aspires to be like.

Who are the 3D greats in the view of board visitors? If people contribute this could become a recurring gallery thread.
post the name or nick of any 3D artist as well as an example of their work and perhaps a line as why it appeals to you or why you nominate this person as a 3D hero.

Pic related is WiP footage of Lee Perry-Smiths classic work from 2007.
It's significant in causing the CGSoiety civilwar as to whether expertly made smut was worthy to be considered high art.
Many artists at the time congratulated Lee in being the first to achieve a photo realistic depiction of a digital human that managed to fool them.
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mediocre artist, outstanding marketer
I'm not a furry, but yes, you're correct.
That seems like it was the intended outcome of the Astartes project to begin with
Based if true.
Unironically GeneralButch

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just did my first 3d thing do you like it
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retarded mongoloid

Ok listen here faggot how do you feel about it? I like it but what matters if you like it or not. If you like it then that means you werent serious to begin with If you dont like it there is room for improvement. The next one you will be better than the last. Being self critical is key. You can only rely on yourself not this slow as fuck disgrace of a board. Get going and make more. That is all.
Yes. Do more, but use the /wip/ thread next.

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It is clunky, feels archaic and most importantly a giant fucking waste of time. It is especially disgusting when people use it for static models, background items or design studies while wasting more time on half-assed, broken boolean tools and getting the topo right than actually being creative. Fuck that bullshit.
Embrace CAD, embrace the NURBS.
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>Can't into basic stuff. Writes cope-piece seeking recognition.

Why do you post gigachad when you are gigaweak Op?
This desu. All the fundamental problems in remeshing are already solved and have largely made their way from research papers to production tools. One click high quality results are simply a question of refinement, technical modelers (except the PS1 graphics autists) will be out of jobs within 3-4 years after next gen tools arrive and studios get comfortable with them.
What is a “technical modeler”? A hard-surface prop artist? Maybe modeling will become less technically challenging, but that’s only one part of the prop pipeline, you still have to UV, texture, and sometimes even manually create LODs, lightmaps and collisions. I do however wish for all of that to be gone some day.
>all of that to be gone some day.
no doubt
seethe harder, sculptcuck

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