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>instead of simply clicking the buttons on the mouse, his modelling software requires a modifier key along with the mouse controls to zoom, pan, and orbit
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Finally, a VRoid studio thread
Dumb frogposter
Finally a Revit export to 3d pdf thread
Alt+click to orbit is the best option overall.
Pressing and holding MMB to orbit is just asking for an RSI.
That being said, I've got a 3d mouse, which is the best option by far. The fucker is so smooth it's instinctual.

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Okay this is my first thread here and I'm shit with blender but I'm fucking sick of this
How the fuck do I correctly export from Blender to Unity? Every attempt I've done has failed
The requirements are to have the root bone unrotated, or at the very least pointing up and to have the mesh unrotated and standing up
So far I've tried
>Fucking up with the export options
>Unparenting the rig from the mesh, rotating both, and setting transforms
>Some other janky shit I don't even remember anymore
Right now I ended up with the root bone apparently correct, standing up straight, making animations in the animation controller look good and fine, but the import has shit rotated and when i reset every transform to zero, the mesh ends up laying horizontally in the horizon line, and I need it to stand up right too

Also general Unity thread, maybe?
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Just dragging and dropping doesn't export the animations
They are lost and now I just have "Scene", which i guess it's the currently active animation in blender
It does export... you probably have modifiers with shape keys, clear your modifiers
This some bullshit
3ds max has always imported from a immense range of softwares with little to no problems: in recent versions it can work almost in sinc with Zbrush - altought now that it is a MAXON product it will soon only work with Cinema 4D :(
you gotta slice out your animations to make clips.

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I've had great difficulty learning anything in Unity, especially when tutorials are giving me a hard time. I wonder how other people learn it, and how they do it efficiently and not waste years of their time doing stupid shit or getting stuck on dumb stuff. I want to know where the source of knowledge for Unity comes from, but I can't see it. Can anyone help out?

What about you, unity users? How did you become really good?
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not an argument.
Good advice for anything really. If you can speak English and know how to google information, you already have everything you need.
start small. you probably think you can make a complete soulslike as your first project like most beginners. make a platformer or something like that. you will figure it out eventually
Started making stuff. Was pretty easy because of my high iq. taught myself art on a professional level and now am also a professional level programmer.

high iq for life.

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Hey 3, newfag here.
I'm looking to make environmental art in UE5 and just picked SpeedTree up for it to make my own foliage.
I've been fiddling with UE4 for as long as 1 year making simple games, though I never dived too deep into it so I'm still an amateur.
My most troubled issue is getting the lighting and atmosphere for the scenery right. It feels like I lack the knowledge to control the most of it. Do you have any tips for that or videos?
I made my own first grass and imported it into the engine, though the grass is only lit from the direction of the light while the opposite site remains dark, this causes also weird lighting with point lights. How can I fix this?
I've been dumpsearching through all kinds of forums and looking at tutorial videos though I haven't had luck.
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It doesn't feel as satisfying than when you get to use your own made foliage assets but I still liked it.
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I still have problems with specular though, I cannot find the sweet spot for it in the directional light without the entire environment going grossly bright which looks abysmal when the light hits fully from a side and underwater plants aswell.
And of course, this is pimped with Lumen, virtual shadow maps, volumetric fog, detail tracing on the highest possible setting which ran on 30 fps on my rig. Without Lumen it just looked like shit, though it's very perfomance heavy.

Oh hello there, Trempriusteo Khazah. I do agree with you though, Unreal is a fucking scam. I need to give Unigine a try. It looks so crisp.

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Alright 3dc, I just mixed some particularly strong resin (esun Hard Tough mixed with an amount of siraya tech blu and a bit of f69 black flexible added which really came out well in terms of finish too) to replace one of those plastic base parts of a metal deck chair, now I'm brainstorming what to make with the rest of it.
Any ideas?
(3d gun threads go on /k)
I've read through a few of those "useful stl" bullshit things and havent seen anything that's caught my eye. Does anyone have any idea what else I should print with this stuff?
>inb4 some sort of figurine
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I'm not the op, but I just started getting into lost wax casting. I made a very lumpy ring from aluminum for our practice mold and it came out looking the way it went in. I just invested a sculpture I made by hand, but I'm definitely interested in printing molds for wax to invest. Or even if there is a material you can print and then cleanly burn out of the plaster to use instead of wax.
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there are wax print materials for both extruder and resin printers! I have a roll of wax filament in my basement I have been procrastinating on using since I need to work on my printer to get it to stop z banding. 1.3 inches up and I get a lump, seems to just be friction on the worm screw.
but yeah you can get literal wax filament, or you can even just say fuck it and use acetone to melt pla prints from a plaster mold
Yeah I wish I had spent more than 2 seconds in it. I kinda got the idea to do it after we mixed the plaster so it was an "oh shit" moment. However, you can see very clearly the lumps and textures of the wax. The plaster captured fine details very well. There's a tiny mold break on it which stands out because it's smoother than the rest of the casting.
I'll definitely have to look into it. I learned most slivers have a "mold mode" and that printing molds for melted wax would be more rapidly productive.

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Can someone please help me w how drivers work? So, I've made animations that opens, closes, and locks the door and rotates door knobs when I move it along the Z axis.
I've also added these actions to the NLA stack but when I export them all as FBX the animations don't get exported with them in Unity.

Can someone please help? I can't find Blender to Unity tutorials for this one, my ADHD makes it worse when I can't figure out a solution :/
4 replies omitted. Click here to view.
Unity is a video game engine... not a movie engine.
>Unity is a video game engine... not a movie engine.

Tell that to Unity.
This is the third time I'm seeing this, that I'm actually thinking of making a youtube tutorial.
In order:
1) Unity doesn't do drivers. Clear all your driver's keyframes to the actual actions, and then delete the drivers. Blendshapes work in Unity. Here's a script for Driver -> Blendshape (assuming you're driving blendshapes): https://blender.stackexchange.com/questions/105914/broken-script-to-bake-keyframes-from-driver-controlled-shape-keys
2) Make sure all modifiers except armature are cleared/applied. If you've an armature/shapekeys with all the other mods, blender won't let you apply them. This is pretty stupid as that means you'll have to rerig, reweightpaint, reshapekey. There's a script to get around this: https://github.com/przemir/ApplyModifierForObjectWithShapeKeys https://github.com/smokejohn/SKkeeper/releases
3) Unity has blender integration. Just drag and drop the blend file into your prefab/whatever folder to bypass the shitty NLA system.
Thank you. I've exported it to unity without drivers!
t. retard

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Why do anatomy inaccuracies enrage this board so much? Someone could make a really shitty hard-surface model, and no one will pay attention to it, but inaccurate anatomy will draw a lot of attention with abrasive critiques.
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You can get away with bad anatomy if you know about appeal and proportions. 5/6 of those don't have either so errors stick out glaringly.
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have you seen modern women, their anatomy is out of whack and purists jerk off to it but criticise art anatomy
why bring dear tess into this
>5/6 of those
>There's only 5 images
What did you mean by this?
>Why do anatomy inaccuracies enrage this board so much?
because they all bought into a retarded anatomy dogma. ancient greeks, the literal creators of anatomically correct sculptures overexaggerated everything.

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Anybody know where to find them? For stuff like smoke and fog. It's easier to put it than to render out, but I can't find a decend quality.
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Figured it out. VDBs are great. This is my final result.
What did you render it in sfm?
Shouldn't she file her nails if wearing a glove like that?
Ahhhhh /3/ chuds and their 90000 pirated software O.o
Piss off crissy

Going to 3d print and port to unity, what's the best way too turn my anime girl from 2d to 3d?
Just use VRoid.
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>Best way to make 3d anime girl?
this is black magic... how
repeat the same thing daily ad nauseam, that's how
op here,

checked out vroid, it was meh. Wanted to do it myself, and the second anon's video was too fast for me to follow. I googled a tutorial instead

Is this good foundation to become 3d artist? My skill level in 2D is similar to Pic related.
I'm currently working unrelated job in customer support, so I'm considering just becoming a generalist 3d artist, and eventually combine 2d and 3d for concept art when I become better at both.
What courses would be best to start with? I've got some basic understanding of 3d software as I've used both zBrush Maya and even 3dsMax, and even made a short rigging animation in the past.
I've got like 4-5 months to become half decent for junior position, as my company got laid off.
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>not already hired in a creative role after grad
It's alright for a first try. The head could be bigger, and the breasts look like you were planning on giving her a bra. Since you're new to modeling, and I presume new to this board, I would strongly suggest you never post here again. A lot of people on here who complain about other people's anatomy skills can't actually sculpt an anatomically accurate model themselves, so they take out their frustrations on people who manage to get somewhere, especially if they're less experienced. Some of them do know what they're talking about, but their skill in modeling is the only thing that makes them valuable as a person, so they like to tear other people down. Go get critiques on any other website, because people there will actually want to help you.
You seriously think this is a 3d model or something? KEK
He's copying and pasting that from >>893534 because he's a schizo. I thought he stopped already, but I guess something about what I typed struck one of his nerves.

what program those type of models are made? What ever I sees the they always look so fetish-iy.

>also daz 3d
Thanks onii-chan

is it possible using (16gb, i3 3th without gpu) to make a casual game? I have a very funny friend and I was thinking of immortalizing this way of his in a game based on him and his adventures. But the following question appears to me... Does the pc run?. I've already used programs for editing/creating games and 3D modeling in courses... even though the focus is not on a well-crafted 3D application, I know that they are heavy software that ask for a lot of graphic property... and not to get upset and let go the project in the middle I come from this thread to ask you.
If it's a ps3 looking game then yes it's possible

make sure to procure yourself a gpu later on
Better write a book about your friend.

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3d bros, i know i should be making anime waifus bbc 3d porn, but i actually have an itch to make some stuff for real, so i found this app but i am broke, like most of us, so does any 3dbro know where i can find this, uhm... free version if you know what i mean?

>i already tried cgp, no luck
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>worse than Blender in every way
>except in performance
Why must I suffer
Someone please fix Blender's sculpting
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it doesn't have those issues if you know how to pirate it properly

Kek people who pirate zbrush don't get far in artistic skill to someone who has invested paying for zbrush. Everything else can be pirated however.

There is no word to describe how much I hate blendlets.

This is absolute bullshit and you know it. It depends on your motivation, legit Zbrush won't make you magically better.
>kek a blendlets
>literally zero counterarguments
Seethe harder.

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Stupid questions that don't deserve their own thread.

Previous: https://archived.moe/3/thread/879611
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how do i make tanlines (on a humanoid model duh) in blender?

i usually try doing it on raw textures in photoshop, but that's a crap way to do it. how do i paint shapes on to a model so that it wraps around the body?
create clothes
raycast from normal and bake the differential of the cloths to the body to a BW map
invert the map to create your tanline map
forgot to say i'm a complete noob.
know of any tutorials that tell me how to do any of those things?
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Anything obvious showing that means this wouldn't 3d print, or be problematic?
might have to li GMA

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