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File: 3DCoat+Blender_.png (538 KB, 1500x1220)
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The Perfect Pipeline.
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>>750768
>jesus in 2020
NGMI
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>>751134
(You)
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>>744382

I don't have any artistic talent so it doesn't matter what pipeline I use.
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is 3dcoat easy to pirate? I tried the autodesk alternative but it was a lot of work to set up
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>>744382
commenting so i can come back to my reddit saved threads

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Why did you guys tell me to get a 1080ti?
I thought ray tracing was a meme.
I could have gotten a 2060 for the same price.
They don't even make 1080ti's anymore.
I don't even know if I'll be able to sell it a year from now.
But I guess it'll do for now.
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>>747721
blender babies would want RTX.
>>
/3/ is more powerful than /pol/. Real world terrorism is created from this board. I wouldn't be surprised if the feds were posting among us.
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>>747675
Lol don't worry. 2060 is worse than 1080ti in raytracing, by a few percentages. If your card doesn't crap out from being preowned in the next two years I'd say you made a good purchase due to the leverage you get from a 1080tis improved performance in normal circumstances.
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>>747675
2.9 has all the fancy denoise shit without needing rtx brainlet.
>>
>>747675
Why do retards get into CG and say shit like this?

What kind of fucking moron thinks that hardware accelerated raytracing is a bad thing compared to cpu rendering?

File: [acj.jpg (216 KB, 1680x1110)
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How can i wrap this face around the round body, without distorting it much?
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>>751019
I could do that but I've needed to know how to do this for like 3 different projects and I'd like to just learn how to do it. In this situation I could just model it manually, but there are other situations id like to know how to do this for
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>>750943
Either move it roughly into position yourself and then use shrinkwrap modifier, or turn on snap to face and position the vertexes manually?

Honestly I don't why you didn't model it directly on the object in the first place.
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>>750943
RETOPOLOLOGIZE AND UV MAP THEN TEXTURE IT FUCK
>>
Why are you doing the face like that instead of painting it on?

if you want a raised surface make a normal/depth map to go along with the diffuse
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>>751014
shrinkwrap>solidify

File: CosmoComparison.jpg (774 KB, 2160x1080)
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I finally got round to finishing a project I started in 2013! 7 years later I found a burst inspiration to finish it and then spent the last 4 days in a trance, texturing and figuring out mountain terrain.

For any Final Fantasy VII fans... Cosmo Canyon!
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>>749471

The mountain is carved hollow, the cave in the middle leads up. (ps I'm not OP, just guessing here).
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>>749254
Holy shit, I remember this. What ever happened to that sci-fi scene collab that /3/ was working on?
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>>749254
Looks better without textures, desu
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>>749254
Shit, I remember this image. I feel old now.
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>>750507
Its cursed. Don't ask.

File: b283.jpg (226 KB, 1280x720)
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It's out, boys.

https://www.blender.org/download/releases/2-83/

https://www.youtube.com/watch?v=YbL-rJv3BpI

RIP Autodesk.
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>>749341
https://www.youtube.com/watch?v=yhGjCzxJV3E&feature=youtu.be&t=26m41s

>>749345
consdering a 2080ti is already dope and blender gets faster, not slower then sure.
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>>749300
Yeah, I guess I have to organize stuff even better, with more levels. But yeah, sometimes I want to hide just a particular prop, so if it's a part of the collection it still wouldn't work since I'd have to hide the whole collection of those props. And so the only other way is to uncheck 3 different icons just to hide it for a while.

I'd like it if I could change the behaviour of that somewhere in properties. I'd prefer what Maya has, just a simple active/inactive checkbox which hides the object from everything. I've actually not seen much use of this new Blender's solution. I don't usually have a reason to want to just hide something in viewport, but when I switch to rendered view or do a render, it's still visible.
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File: hide.jpg (43 KB, 647x284)
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>>749417
>I'd have to hide the whole collection of those props. And so the only other way is to uncheck 3 different icons just to hide it for a while.
No?
Just press the button in the red square to hide it from the viewport, and press the blue one to hide from render.
If you have multiple objects, you can select them all, and then hide from render on one, right click it in the hierarchy and select "copy to selected" to hide all of them from the render at once. They don't even have to be in the same collection. Then to hide all of them to the viewport, do the same thing but with the viewport button. Gotta do them in that order though, since if you hid them from the viewport first they're not technically selected and so you can't copy the action to the others.

Or just press "H" to hide them after you turn them off from render. It's all of 2 clicks really. Hardly a hassle.
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>>749417
Also. You could just set up a collection that's hidden from viewport and render, and whenever you need to make an object that's hidden from both, just move it to that collection either by dragging it in the hierarchy, or just press "M" to move it.
That's probably the quickest way if you're wanting to do it often.
>>
Is 2.83 really obsolete already?

What do you guys think about autodesk revit?
11 replies omitted. Click here to view.
>>
Its a steaming pile of shit. As soon as you want to go outside of making a literal new build box the program shits the bed. I practice in the UK and a lot of my jobs involve working with existing buildings, where walls are not straight or perpendicular. Revit is particularly poor at dealing with this, and it often involves using massing as a workaround. In fact loads of stuff involves these stupid fucking half arsed workarounds which lose any of the intelligence this program is supposed to have. Its supposed to be great for automating your work, but they make all these stupid assumptions about the you work and end up hard coding loads of stuff which makes it impossible .

The worst part is searching out a problem , and reading the response from the smug auto desk cocksuckers who ask why you'd even want to do something well or different instead of just accepting Revit mediocre shite.

>>748329
They have just released a more direct rhino to revit plugin, it think it actually runs natively inside revit. Its called Rhino inside revit. Also microstation is perhaps the best program i have ever used for producing 2D information. Fast and with lots of powerful tools.
>>
File: shawshank redemption.jpg (94 KB, 521x640)
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>crap out low poly models
>start to enjoy blender for blenders sake
were all gonna make it bros
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Anyone use Archicad?How does it compare to Revit?
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>>748332
What do you now?
I am a HVAC/MEP fag with civil eng. background.
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>>750810
archicad looks nice but allows architects and drafters to make messy models. Revit is better. Luckily, i dont use either.

So im looking for the images where a 3d models parts are all put onto a 2d page, something like how minecraft skins are showed
1 reply omitted. Click here to view.
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>>750182
you mean like when you texture map in blender and save a image?
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>>750182
textures? uv maps?
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of course this needed its own thread
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>>750182
model sheet
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>>750182
Don't begin your fag sentences with "so", you troglodyte.

File: Reveal_Window_VALORANT.jpg (293 KB, 1400x1400)
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what's the best blender course for texturing/painting? I made a building and all that's left is to texture it and add colors.
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>>748367
But that's wrong. Mixer can work with any smart materials.
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>>748367
False, lern how to do texturing before shiting in threads.
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>>747962
>"how to do something"
>just do it dude
great advice
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>>747983
Care to share what you are making? For a friend of course
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>>747983
You can do that with any program, even Microsoft paint. Just draw the opacity and glossiness maps. Of course more advanced programs will make it easier to achieve a realistic look.

File: neeko.jpg (105 KB, 1557x856)
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This guy just created this model without sculpting, he just moved some vertexes around and didn't even use retopology.

YOU FUCKERS LIED TO ME AND SAID I HAD TO LEARN ALL THIS SHIT, GET ZBRUSH AND A TABLET AND THIS FUCKER JUST MOVES VERTICES AROUND IN BLENDER

https://youtu.be/28AlRLMlqW8
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>>750654
any time you moved verts around you were a sculptor and thus a faggot
even more so if you used falloff select
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>>750444
What program is this?
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>>750858
90% sure it's Blender.
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>>749794
>>749807
>>749816
>>749867
>>749888
>>749890
>>749900
>>749921
>>749922
wtf, something nice happening on this board for once
>>
>>750654
fuck off fag

File: autodesk.jpg (38 KB, 960x960)
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Alright, fellas.

I've worked as a CAD designer for almost a decade now, mostly working in the Aerospace industry. However, I've only ever done CAD for the mechanical side, I've never touched any artistic 3D modelling with a ten foot pole. But, I figured I'd try and pick up a new hobby, so I'll shoot my shot at artistic 3D modeling software.

So, my question is, how hard is the transition from mechanically oriented 3D modelling to 3D modelling for animation/games? And for that matter, what's the software closest in feel/use to something more math oriented like Autodesk or Creo?
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>>750863
>And for that matter, what's the software closest in feel/use to something more math oriented like Autodesk or Creo?
Houdini is what you're looking for, bro.

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search blender donut tutoriel on youtube and u can make :)
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>>750485
step 1: delete cube
step 2: make overwatch
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>>750485
the absolute state Blendlet IQs
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>>750485
Look for the donut

File: ellen-cover.0.jpg (137 KB, 1400x1400)
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>udemy blender course takes 19 hours to complete
>a month has 730 hours
>that means that it should take you no longer than a month to learn how to use blender
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>>749257
Steal shit off cgpersia or chinese youtube, if you get stuck save that tutorial and move on to another, come back to the previous one now you'll have the knowledge to fill in the pitfall(s) the previous instructor left in his tutorials

There's no "best" or "perfect", don't waste your time trying to find it, just pound out those tutorials; start with short ones so you don't get overwhelmed, move on to longer ones as you go, eventually you'll do 10, 20, 30, 40 hour ones
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>>748090
>19h
that just the introduction, now is time for you to take a 40h specialized course anon to actually get good :^)
>>
>>748090
I'm not learning Blender right now, but I'm learning how to use Inkscape, and I already largely know how to use Gimp.

It's very boring to sit in front of the computer and do nothing but watch how to use a complex program. When you're not paying as much attention and you're not as interested, you'll quickly forget what you learned. If you don't regularly use the skill over time, you forget about large, important things when it comes to using the program.
>>
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>>748744
Imagine being this based. Elaborate motivational speeches like this are great because they really do help insecure pussies to continue learning, despite the fact that the majority of them are readonly and you won't ever hear from them.
But what's more important is that you're probably writing these words of encouragement more for yourself, aren't you. Good luck in your journey and thank you.

Great words can't beat the natural effortless appetite for learning though. I'm happy to sit 24/7 in front of a monitor following tutorials and trying things myself in 3D with baby steps, while only taking breaks to shit and cook something to eat. But when I return to coding I have to force myself, have to literally slap my face if I'm almost unconsciously alt-tabbing to scroll the internet when the lower brain overrides the body because it's so goddamn hard to think
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>>748090
Or I can use good software

Kill yourself blendlet

File: top3.jpg (110 KB, 1280x720)
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What is the /3/ consensus on Topogun 3 so far? Will it be worth the hype?

https://vimeo.com/403023432
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>>744243
Doesn't Blender Retopo have the sinking into the model problem?
>>
>learning a new software just to manually retopo.
no thanks.
>>
quad remesh works well enough for my needs,
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>>742156
>https://vimeo.com/403023432
I like using quad remesher or topologik, but after watching this video I have to say topogun 3 looks even better than them both
>>
Isn't manual retopology dead?

File: unnamed.jpg (87 KB, 1280x720)
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Hi, I've been trying to set up a SSS wax material in Maya, for an asset I sculpted in zbrush. For some reason it just doesn't seem to be working, it's very frustrating.
Does anyone know how to get similar results to this video?
https://www.youtube.com/watch?v=z80WdfNTCSE
>>
>>750742
SSS materials are very sensitive about you getting the scale correct so start off by verifying your sculpt isn't super huge or super small on import.
>>
Daily cg****** shill thread.
sage, hide.

What is the consensus so far?

https://3dcoat.com/v4937/

Also does it really go on sale that often? Or is that just the crappy Steam version?
12 replies omitted. Click here to view.
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>>749932
Seethe zoomy
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>>744387
>It's better than Substance for the hand-drawn painting workflow, especially for stylized. Not as good for custom PBR smart materials though.
Substance is such a fucking piece of shit of painting anything by hand.
How the fuck can it not have a color wheel yet, why the fuck do i need to type in fucking color codes since the fucking color selection square is like 10x10 pixels where a diffrence between eye fuck green and grey shit is soft breeze on my pen away.
Shits getting on my nerves so much.
>>
File: 1503142532435.jpg (12 KB, 249x250)
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>Linux version is still on 4.8.20
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>>750004
and no color palette
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>>750004
It probably will never have it. The codes and line graph is better for pbr.


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