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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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Daz youtuber's and general guides:
Travis Davids (Marvelous designer)
Kelvin Jin
https://www.youtube.com/playlist?list=PLCRjPVrS5AVchvyYVfKRsWjN0yRLTdazy (Truebones)

Bridges: https://www.daz3d.com/daz-bridges
Suggested Blender Bridge: http://diffeomorphic.blogspot.com/

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I've been able to find one that can put cum on gen 8 feet(top and soles), but the cum itself looks atrocious.
like i said, a simple sculpting skill will go a long way. its not that hard, in fact, very easy, to scuplt that coom on your g8f feet.
>It's not 'stealing'
I think he meant getting the DAZ content and not the porting to UE.

This makes adding cum to anything really easy. It even has a small tutorial what you have to do to use it with DAZ.
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Daz should buy the U5 engine and pay the 5% royalties, fuck Iray,

I would be able to create nice tortures videos, animation rendering in DAZ is so long

Ask a game industry pro anything and I'll do my best to answer your questions.

I specialize in environments so no, I can't help you much with your coomer content sadly.
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>How's the market for concept artists and illustrators particularly 2D now that AI is improving?
I'm neither a production concept artist nor an art director, so my perspective will be limited. Personally, I think AI art is great and I use it a lot, but it has limitations that make it a tool for concepting rather than a full replacement. For example, AI-generated results are generally cool-looking, but they're rarely precise. If you need something highly specific, the AI might not understand what you want, at which point you're SoL unless you can design yourself. You also need a designer's mind to clean up, translate, and polish the concepts the AI gives you without fucking them up.

I haven't seen any studios fire their concept artists to go full AI yet, though quite a few people have taken an interest in the tech (it really is an amazing tool for designers and everybody should be checking out what it can offer). But if anything, I've actually seen a couple studios explore AI art, then go "fuck that, we need to hire a real concept artist".
>Is it possible to find entry level positions in the industry with no professional experience and a single environment as my reel?
Multiple good folio pieces will be better than one.
Professional work experience will be better than none.
But you can still totally get hired with a good folio piece and no priors. Do you really think an art school graduate who makes the Artstation frontpage with an amazing thesis project gets passed up because "he only had one piece"?
Portfolios are about showing you can do the work. If you can make one good environment, you can probably make another.
It's just this decal over a 3-material height blend (Concrete, dirt with plants, and moss).

>How would that work on a large modular set without requiring a ton of textures?
typically the idea is to combine a low res splatmap (or just world space noise) with a high resolution tiling detail mask, so no need for a ton of textures, just 2.

>if I paint 2 exactly the same versions of a wall differently in a level, they’ll be separate instances?
yes, this is unfortunately the case. if gpus were smart we could do things like have instanced assets share geometry data in memory, but have completely unique uvs per instance. gpus are sadly not flexible this way, when it comes to instancing it's all or nothing.
This person is not me.

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/wip/ - Works in Progress Black Hole Edition

Post your work-in-progress projects, recently finished projects, or things you'd like critiqued here.

Previous thread: >>921875

List of free resources: https://pastebin.com/cZLVnNtB
/3/ Discord for those interested: https://discord.gg/ujt5vtr4DE
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absolutely loving these.
are you going for High poly PBR or lowpoly handpainted?
Nice, how'd you do the bump map for the neck? I figure it wouldn't really show up in the render anyways, but I couldn't think of a good way to do it procedurally.
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This might be more of a preference thing, but I think you're focusing too much more on the fatty deposits vs. the edges that define certain areas. In 2d drawings you'd want to do that, but 3d bodies always looks better to me when they've got shaped flat planes breaking them up. Not my work, but take this one as an extreme example. Barely any focus on fleshy blobs within the silhouette, just a few flat planes (ribcage, knees/shins) and that's enough to give it all the appeal it needs.

It's an extreme example, like I said, and you could say it isn't your style, but in general I think finding ways to work in those flatter areas will help. Not just in terms of design, but in terms of making the mesh deform well once you're actually using it.
>post i'm replying to was baleeted
Oh. Well, I hope you stuck around to see my post anyways furry guy.
Can you describe to me the image you saw?

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Does drawing improve your ability to model/sculpt/texture?
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>layering are major aspects of drawing and play zero role in sculpting.

wrong again. Sculpt layers are a major part of zbrush
No. Look up the greek sculptors drawings and you will find your answer.
For cartoony/character stuff, yes. but make a distinction between LINES (drawing) and COLORS (painting) it's two different things.
understanding how lines work and what makes a collection of lines appealing will make you a much better character modeler.
study artists like al hirschfield, jack davis and milt kahl if wanna get good at making quick, geometrically appealing stuff.
also study wire sculptures.
if you're good at drawing consider dicking around with nurbs sometime, they deal a lot with curves and geometric math-y shit which can be fun if you like lines.
yes, but its more about having an understanding of fundamentals.
for example, folygon cant draw for shit and he can only copy existing things into 3D. when he tries to go off on his own his models look like shit
Holy shit, the amount of parrotting is incredible. Dude, shut your stupid fucking face and fuck off, you insufferable, no knowledge faggoty fuck.

Do you love me?
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No this is me:


I think everyone not in the industry has no skin in the game and should have their perpetual licenses revoked by Maxon. You should kiss their feet for being merciful.

Real question is do you love me?
Go low poly to fit Toriyama's shitty style. Some 2D just doesn't translated well to 3D.
this, the giant forehead really makes it look right
>literally has no knees

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I really want to see how well can /3/ anons translate this into 3D.
It's a very simple-looking Japanese storefront, so it should be easy to model.
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It looks like a diorama, very pretty.
Ngmi pyw
Damn, anon. You can tell a whole story with this asset alone. The creepy, decaying top with the bright and clean bottom speaks about the mental state of the one who lives there.
Lovely work mate, keep it up
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60 minutes.
Wanted to do a bit of a city thingy with geo nodes but remembered that I suck at them and have no clue how to use them without tutorial

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I have a favor to ask; I dabble in 3D from time to time, for own satisfaction only. Previously I had an access to 3dsMax 2018 and saved some scene files there. Now the version I have access to is 2013. Since each version saves scenes in slightly newer format, I cant open my 2018 scenes in Max 2013. Can someone help by resaving them in 2018 as 2016, then 2014>2013? (Max scenes can be saved as up-to-2-years-older format as Ive read)


I will post some of my dubious quality pictures to try to appease to some.
Many thanks
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Hi, im new to cg, learning by myself some blender and Ae, im facing this problem when importing to elements 3d this model ive done on blender. Tried to fix normals but didnt work… any ideas? Thx in advance
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Try triangulating your model; your software probably doesn’t like ngons.
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kinda solved yesterdays matter, i thought i was fixing normals but actually wasnt...
Now when i import it into elements3d (after effects) it only gives me this error with the letters, i made them by knife projecting a text onto the model and then extruding it, the thing is round letters have many many points and would be rough to remove ngons manually... any ideas? (dunno in the problem is actually ngons either )
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update, it is actually ngons, verified on the little rectangleshaped hole on the bottom right part, it didnt show up until i removed the ngons from that face, then i guess ill have to remove it from the face where the text lays on.
the manual way i do it by subdividing edges and joining points looks like a dumb way to do it tho. if anyone can suggest a smarter way would be awesome
actually solved, selected faces with more than 4 edges, converted to triangles, then to quads.

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>been on this board for almost a decade
>zero progress on getting a full-time job doing 3dcg
>no freelancing, contract work, or part-time jobs either
Who /eternalprocrastinator/ here?
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7 years in a row of nothing done with my life here
will start tomorrow
it isn't that hard anon.. just think what you want for your portfolio, make 3 renders and apply for a job
Me, been here for a year or so, wanted to learn 3d for 6 years soon. Tried Blender 2/3 times but stopped because I wasn't instantly a god. At least I manage to motivate people around me to do things they're supposed to.
Brother stop listening to the bitchy voice in your head, it's never gonna get better if you don't do anything, time is a precious resource, you never get it back. Use it to make little step by little step to create distance from people you don't like. Over time the little steps will become big steps and just by doing it every day you'll get a result compared to doing nothing everyday. We can do it anon, it's never too late

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Post your requests for models/tutorials/software and hope than an Anon will help you out.

Before asking, check these sites:
>rutracker.org - software
>bilibili.com - courses (without project files)

Either pass a test on IRC (dunno if they still offer it) or visit a tracker marketplace of your choice and buy an invite for 15$.

Last thread: >>882804
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lmao, its some pack of 56 customizable types of fabric materials, this could be a good preview video i suppose https://youtu.be/fdswqSJg1hc
Does anyone has this downloaded? https://cgpersia.com/2022/04/flippednormals-introduction-to-modeling-in-maya-183619.html
you can use jdownloader to download safe from rapidgator, the download will not fail, at least
It will fail, I've tried paused it and it start from 0 all over again, premium filehoster is evil
oh right, i forgot to say that you cannot pause, each part has to be downloaded in a single shoot

what if i help you download? i'll start from part 6 and grab 6 5 and 4

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I think we must return to NURBS
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This is what 3D modelling would look like in crueltly squad holy shit
if you don't like colourful interfaces you have no $0V7
What program and what year was this made in
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Absorb more information and the answer will present itself to you.
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>What program and what year was this made in

Alias Studio/Alias Poweranimator

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"You mfs are too stupid to recognize bump limited thread" edition

Previous thread: >>915587
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How easy is it to edit someone else's STL file?


I finally got a 3d printer on black friday and want to print my waifu, but I want to add a belly button to her model.
Is it truly necessary to retopo if I am going to use my assets on UE5?
You can go in edit mode, deselect all and then in the top menu do select - select all by trait - faces by sides, then choose your filter in the menu that will pop up.
Any reccs for laptop mostly gamedev in UE4 and some light work in 3D. Budget would be 1500 euros
does cgpeers have a superior selection of high quality 3d printable models compared to other sites?
is it worth buying an invite to?

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>Animated movies, the heartbeat of Disney, have started to struggle, with Pixar’s “Lightyear” bombing in June and “Strange World” expected to disappoint at the Thanksgiving box office.

What does this mean for us, /3/? Even lower wages? Zoomers and Generation Next just dont care about our work anymore, do they?
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> People don't like the movies because of the forced american propaganda, not because of bad visuals.
nobody is saying that
>I don’t care what pixar and disney producing either
It's got nothing to do with the art and animation and everything to to with the woke faggots and jews writing the scripts.

Who wants to pay to see a movie that's just 100 minutes of why you're literally hitler if you don't spend your day worshipping niggers and trannies?
Anon, nothing could be farther from the truth. Their latest film thats expected to only make 30 million on thanksgiving weekend is about a farmer farming on some other planet to stop global warming or whatever
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>ywn have simple non-political animation like Toy Story ever again
I don't even care if people like Tom Hanks or John Lasseter are adrenochrome-slurping retards, i just miss the originality and spontaneity of old shit. i don't even particularly like pixar's style, pixar back then was populated with low-iq frat dudes who made their characters flail around and act like retards. but at least they put spontaneity and inspiration into their animation. productions aren't ruled over by individual ideas like that anymore. animators contributing ideas from their own imagination and going off and doing something unexpected. it's so stale and shitty now.
the pursuit of perfection in an imperfect world will be the death of everything man holds dear.

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ITT: your first 3D software

Mine was Milkshape3D around 2002

It was popular for modding quake/unreal at the time

Inb4 blender
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and later mine-imator (way back in the day before they added shadows)
3dsmax. Still use it.
Lol are you form the Hive? small world
sketchfab, around ~2015. No ss sadly

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