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File: 9.png (136 KB, 1585x857)
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I don't know why this piece of mesh in Maya won't have that smoothened wireframe after I smooth it in Maya, pressing 3. Did I mess something up? It's just with this piece of mesh. The rest of the mesh is normal.
2 replies omitted. Click here to view.
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>>772934
I don't know what you mean by vertex face tho. I'm kinda new so don't know the names of functions and stuff.
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Are your edges set to hard
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>>772959
at that particular spot, yeah but still tho, it doesn't do this. it's mate, I'll copy an old door I guess, will lose some detailing but I guess there is no other way.
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Have you tried deleting your history?
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>>772972
I did but nothing happened

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Anybody tried to play with raytracing? I wonder how capable will 3080 be for it. I'm hoping it could render decently smooth exterior scenes like a street with a bunch of buildings and props. Am I expecting too much from it? After all, most raytracing demos I've seen showcase small dioramas with 1 hero prop in focus.

I wonder what will happen when UE5 releases the new lighting system and which of the available ones will be used for the highest quality rendering - raytracing, Lumen, or baked lighting. Or some combination of those. I have no clue. I hope it won't become even a bigger mess with so many options and settings to tweak.
29 replies and 4 images omitted. Click here to view.
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>>771612
yeah, occasionally ping-ponging between RAM and VRAM shouldn't be too bad for scenes that size. not like this is a new issue, ooc used to be a thing way back when scenes didn't fit in RAM either
>>
Raytracing still requires reflection captures for a better precision, right? Why, though? Also, it seems to me raytraced GI isn't that great, maybe it gets better with more bounces and samples, but from what I see on the internet, people say the same thing and still bake GI.

It stil feels somewhat messy to work with, but then again, I can't test it properly since I have a non-RTX card so I have min samples on everything.

Third thing - what do you think of combing SSGI with other methods like baking and raytracing? Is it necessary and how do they play with each other?
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>>772948
the issues are because the ray tracing performance isn't really still there (maybe we'll be closer with the 30 series cards?) so baking and reflection captures and shit still do it better for static stuff.
dunno how unreal does it, but in general SSGI should combine OK with more general solutions, since it gives really cheap short-range interreflections. the quality isn't perfect since it misses occluded stuff, but I'd say it's good enough for many things.
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>>772954
>>772948

Dont forget about compatibility. Most people dont have RT-capable hardware, so devs still need to set up the traditional techniques along the new raytraced ones so that it runs on "old" (still current) hardware.

During the PS5/SeX gen at least, RT will be just a complement, not a whole paradigm switch.
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>>772961
good point. for a little while it'll be extra work since you essentially need two renderpaths. in the long run, if we get to a pure fully dynamic realtime GI system, it'll same a bunch of development effort and precalc time though

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How do I render a grease pencil object depending on camera angle?

I think I can do anime if I solve this.
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>>772949
Why not just sculpt 2D

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Screenshot from Sanitarium (1998)
Anyone know what they would have used in 1997 to create this kind of render? There is something magical about old adventure game / late 90s prerendered era CGI / backgrounds that are very grungy simplistic looking but have otherwise realistic cpu based raytracing. Apologies if this topic has been brought up before, I do not browse this board often but I have seen people on here identify some obscure shit. A combination of low resolution textures, very metallic and bumpmappy workflow but not anything lowlopy as its known today (nostalgiabait). I mean these renders tried to be as realistic as they could be for the time. I've got nothing against blender but I am trying to avoid recreating this look in modern software and instead trying to hunt down the exact kinds of software that would be used to play around with it for fun.
21 replies and 8 images omitted. Click here to view.
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>>772735
I found the default scanline renderer of 3D Studio MAX rather lacking for the first few years. Good for game cutscenes, but not something I wanted to use for broadcast/vfx stuff. Plugin situation on the other hand was top, as were the modeling tools. It took the arrival of Modo for me to model in something else.
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>>772757
surely this would have been good for the time, especially in vhs?
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>>772775
Yes, at broadcast resolutions that's usable. Still...the movies that used MAX for any type off effect work until 2000-2001 are probably countable on one hand.
Others simply occupied that field at the time. Lightwave for TV, Softimage and EIAS for high end stuff.
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>>772812
I installed 3.1 from two different sources and it looks like reactor (havok) physics are broken in the scenes they include as examples. Was reactor physics included in 1999 or something you had to buy separately as a plugin? Also do you happen to know of any pdfs I can find to learn early 3ds? Im eyeing a used book on amazon that even has the cd with it but its $50. Suprised at just how little material i can find online. The reason i want to learn old 3ds first is it doesnt seem like it changed a whole lot and modeen tutorials are such garbage compared to old books. I feel like ill eventually end up at 3ds 2021 and it wont feel so alien anymore
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>>772855
No idea why the content would be broken. Reactor was fully integrated into MAX, so no separate plugin. Character Studio however was a separate, paid extension until R4.

Most of the books(Inside series by New Riders Publishing) are on archive.org. Finding the companion CDs with tutorials and lessons however is more difficult.

So I was browsing some andrew hodgson artstation and I got to wondering..
The guy was saying subd modelling was difficult and time consuming because you have to plan it all out and hope it looks good at render time...

Do these multi thousand dollar programs really not have the ability to see your subdivided mesh at the same time as your low poly base?

What he's saying doesn't make sense otherwise.

To me subd is a time saver.. not harder.
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Fuck's sake. Just use Modo. You can SubD at the touch of a button then back again. You don't even have to add edges to maintain edge crispness.

I can't believe people still struggle with this. Of course you have to constantly check your mesh in SubD. Of course a mesh that looks good in SubD will look good when rendering.

I doubt Max or whatever else doesn't have a SubD workflow.
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>>771179
You may need the model for another shot or the scene you're working on might change and now your pinching ruins everything.
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>>772236
There is nothing heretical about using floating geometry - its used in movie production all the time.
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>>772237
Procedural mesh generation. The shit I'm seeing people do with it is next level, like automatically retopologize and uv an input mesh. If I wasn't so much of a 3d boomer it would be the program I would learn first if I was new on the scene.
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>>772271
>You can SubD at the touch of a button then back again. You don't even have to add edges to maintain edge crispness.
Stop lying lmao edge creasing is trash.

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who was that one autist that procedurally generated a vagina? did he ever finish that project?
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>>771126
SEETHE harder
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>>772574
Leg anatomy on the inside is wrong. It would take a minute to correct it with sculpting but probably take this guy 30 mins with modelling.
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>>772583
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>>772589
You got one for face and hands?
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>>771259
>tfw you will never be a jealous leftdroid american english teacher upset that other non-mutt whites are getting laid and not moving to another part of the world to whine about the lack of niggers outside redlight districts

Previous thread: >>759515

Character Creator 3 forum: (https://forum.reallusion.com/Character-Creator/General) (https://www.youtube.com/user/Reallusion)

Vroid Anime Tool: https://vroid.com/en/studio

Xnalara: https://www.deviantart.com/xnalara

https://archive.org/details/NSidedQUIDAM3Studio3.52011Multilenguaje(QUIDAM)

Hair Creation: https://mega.nz/#F!uywlSQqS!GzZTEOGcRhiEr8Ve5hwsfQ

MB-Lab for blender: https://github.com/animate1978/MB-Lab

Makehuman: http://www.makehumancommunity.org/

Comment too long. Click here to view the full text.
233 replies and 40 images omitted. Click here to view.
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Didn't the blender 2.0 bridge support geografts?
Why am I still getting the error has occured image?
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Can we get a real time rendering engine built in to the damn program already?
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>>772843
It's cooming soon.
>>
WITNESS this absolute unit, the utter immensity of this lad
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>>772900
Is this supposed to be baron harkonnen from Dune?
Looks kind of accurate

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Is there any particular order in how I should be learning blender? I am currently almost done with Grant Abbits blender tutorial (pic related).
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I would like to try to make something like pic related in the future
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>>772885
the most important thing is to get used to the UI so you can focus on whatever you really want. I'd start poly modeling simple stuff (grant abbitt has a great series on this, he shows a simple object that you can try and then he shows how he did it), then UV mapping and texturing, then animation and shaders in whichever order you want.
seeing your goal photo, you'll need a bunch of 2D skill too

File: 007.jpg (1.75 MB, 3694x3719)
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I have a question for you /3/, have you ever suffered piracy? How did you react? Do you have any experiences you want to share?
My case :
>Spent months working on a character, sculpting, modeling, clothing, retopo, unwrapping, texturing, baking, rigging, blendshapping, animating, exporting to a game engine, well you know the deal
>In a matter of weeks, someone ripped her, made a poorly head swap with mismatched texture seams to a random daz model, copied all the clothes and blendshapes.
>Ive seen her in animations from patreon and other similar sites, earning money from my work
>Its been months since that, now she is on those porn banners, fake games like "fuck dolls" and so on. Theres even a russian website claiming its their work.

I know I cant do anything, but this really discourages me as the character itself is more famous in porn animations than on the original product. And all that not counting Im not seeing any of that money.
Anyway, I work as character and environmental artist, so I dont really know a lot about game engines. Do you know if theres any way to prevent this to happen? Maybe importing directly a posed animation instead of T-Pose, just that will help a lot as most of thes coomers dont really know how to model a basic table.

Pic not related but similar work.
27 replies and 2 images omitted. Click here to view.
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>>772828
Bullshit. Copyright doesn't need registration.
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>>772848
For legal purposes (suing someone) it does, at least in the US, in other countries it's not mandatory but proving can get trickier, so it is better to have it registered.
>>
>>772828
>>772874
No it doesn't you have copyright automatic for anything you create and you absolutely sue anyone for copyright infringement but in the US unless
you've registered the copyright beforehand you can only sue for the actual damages the infringement have caused you.

If it is a copyright you've registered beforehand you can sue for what's called 'statutory damages'
which streamlines the legal process and makes it a lot easier and quicker for you to get compensated.

Op is a LARP'er tho. But yeah, if you demo your work in marmoset or whatever and it's something a coomer would want to get their hairy palms on
show it articulated with a facial expression without the skeleton so it's useless for reproductions.
Anyone skilled enough to rebuild it from there won't do it since they're already making their own stuff.
>>
wait what, americucks have to register their each and every artpiece in some government agency before they truly own them??
>>
>>772670
Any model of 3rd party characters that aren't reasonably "original" in style is fair game in terms of piracy.
If you're trying to cash in on a company's IP, but cry wolf when others do the same to you, I'll just watch and laugh.

If it's "OC" based off of existing content, it never belonged to you. You merely borrowed it hoping you wouldn't get caught.
An "OC" model like this getting "pirated" is perfectly justified karma.

>>772640
Only thing that would ever get stolen for this type of shit is models of existing characters. So own up or shut up.

>>772889
Fuck no.
All you have to do is reasonably prove without a doubt that you are the creator of said work and owner of said IP. Which, if you've made the thing, should be pretty simple to do.
The main problem is suing people for this shit internationally. That and releasing personal information to the person you intend to sue, thus inviting the salty party to do whatever they want with said information.

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

Previous thread >>765846
List of free resources: https://pastebin.com/cZLVnNtB
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r8 the colors pls
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holy shit, here's something i made years ago when i knew nothing about anatomy

so embarrassing lol
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>>773053
yikes!
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>>773051
full res and lil tweaks
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UI screen

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redpill me on this. i wanna make game mock ups with the style this promotes but should i just stick to blender? my 3d friends say its more of a challenge software for people who already know what theyre doing
9 replies omitted. Click here to view.
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>>771579
Question is if you are any good at pixelart.
>>
Just stick to blender and use snap to grid + box mapping.

I can't think of any real reason you'd use something like this unless it has some feature I'm not aware of.
>>
Use the Sprytile plugin for Blender, it's basically the same
>>
not worth your time investing in you can get addon for blender that pretty much does the same
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>>772397
does it have a paywall like this crocoshit?

File: 1585964689274.jpg (70 KB, 640x640)
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What is the difference if your uv space is 60% packed with blender or 63% packed with rizomuv? Rizomuv demo seems nice, but I wonder - is it even worth $150? Who even cares about the layout of the UV anymore now that udims exist?
25 replies and 4 images omitted. Click here to view.
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>>772235
but why? what do they actually gain, apart from a slight help in production? or do they just use the area well enough per udim tile that it doesn't really matter either way
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>>769510
Boy these UVs are insane.
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>>772687
Did you do LightMap Pack or by hand ?
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>>772860
That's a regular UV pack by a blender addon
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>>769393
>is it even worth $150?
yes, yes it is.

Post the best 3D model you’ve ever made.
163 replies and 46 images omitted. Click here to view.
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>>769080
Depends how big it is. 3 meters? Yeah. 30 maybe. 100 probably not
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>>771420
Check your smoothing groups. Also, parts of it look high poly, other parts look low poly. Decide ffs
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>>760340
how many hours would OP pic take?
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>>772867
140
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>>772867
At what skill level?
A skilled person (who does this type of shit near constantly) could probably do this in about a day or two if they got "in the zone".
Someone with advanced knowledge could probably manage it in a week (maybe less).
Intermediate, probably a little more than a week, to two weeks..
Beginner? A month at least, but pushing more towards 2-3 to actually learn what the fuck they're doing. If they're aiming for perfectly clean geometry.

Texturing would take all of an hour or so. Everything is pretty much basic tileables, with the only custom textures being the graph, and maybe some of the decals on the object (ignoring the extra shit in the scene).

None of that includes basic shit like drawing a thumbnail and planning out what it is you're making. Which absolutely should be done if you're looking to make anything that looks functional.
But from a pure modelling and texturing standpoint, this is probably how long it'd take.
Your mileage may vary.

If you're asking how long this would take, then you're probably beginner level. In which case the answer is meaningless, you just can't understand why. Even if you were more skilled, the answer would be meaningless, because you'd understand why asking a question like this would be.

>tfw still can't figure out how modelling and rigging anime eyes works compared to normal eyes
6 replies omitted. Click here to view.
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>>772405
You made that? Looks good.

Now rotate it...
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>>772409
How do you avoid clipping? Do anime models have floating eyes?
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>>772405
in most of the anime games, eyes are just a texture. just think about it, in drawings even when you are seeing them in one side the eye is completely flat.

so its better to make textures for the eyes, open, closed and all the variations you can imagine.
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>>772518
/thread
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>>772405
Unlike a normal human where the eyes are flat, in the anime they have a slight curvature around their face, it all depends on how big their eyes are.

left kizuna ai model.
right my own model with longer eyes.

I recommend that you model the eye first and then place it on its head.

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https://www.youtube.com/watch?v=OXzus7TX_KM

>But blender is shit
1 reply omitted. Click here to view.
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>>772801
This memes with an open mouth are some of the scariest shit I've ever seen. Am I the only one? Absolutely repulsive.
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>>772806
eh, if feel like i've grown indifferent towards every iteration of them
Also OP is a fag
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>>772801
Still using Maya, still voting Trump
>>
>no hard ops
>no boxcutter

this list is trash
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>>772804
>Why I'm Switching To Blender (but secretly still using maya, 3dsmax and zbrush)


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