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Fuck every “architects” and “interior designers” who insisted on using this outdated piece of shit.
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>>
>>919479
>unemployed hands wrote this
>>
Can get Autodesk 3DX Max 1yr 2 device Sub - genuine, non-hacked credentials. for $150.
Telegram @Magistad
>>
I practiced with every modeling software this year to know wich one I'll settle for once and for all. 3DS Max was honestly the worst one. Wich I find weird cause I remember clearly people recommending it before I started using it.
>>
>>919564
skill issue.
>>
>>916911
Is this stockholm syndrome?

What program is better for sculpting terrain and characters?
7 replies omitted. Click here to view.
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A secret the hobbyists don't know is that heaps of studios keep mudbox around for dealing with displacement stuff, it's used on big movies every year, which makes it even more confusing that autodesk just completely abandoned it.
>>
>>919490
GoZ is broken for maya 2023, hobbyist
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>>919546
Sounds like that's Maya's fault. Maybe you should use better software.
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>>919546
oh really?
suck a dick wrongfaggot.
>>
>>919547
>he thinks 3rd party addon is autodesk fault

found a hobbyist.
probably blenderchud user as well.

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How do I make Shaggy hair in Vroid.
>>
I hate trying to replicate cartoon hair. It's just blobs with impossible hair spikes. There's no way to actually make Shaggy's hair. It defies cartesian space.
>>
>>919125
It's possible, you'll just never get it to look identical from every angle. Sacrifices will have to be made. This is why anime figurines often look close but "not quite" identical. Of course there are cheaty ways you can make separate meshes that change depending on the relationship to the camera, but it's complicated and probably not worth it. Before anyone asks idfk how to do it.
>>
For blob cartoon hair like that it is better to sculpt it on Zbrush or Blender. It can be done in Vroid but it won't look as good due to it's strand based nature
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>>919425
good idea. seen any fine examples of this?
>>
>>919125
>>919129
t. Never looked at a reference sheet

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I work in a 3D company and Im not really happy with that (mostly doing props, backgrounds and environmental stuff). Im honestly planning to quit and search for something better, so meanwhile I started a side twitter account without linking my real portfolio (behance, artstation).

Im not a pro but absolutely not a beginner, and I know most of the most succesful accounts are the porn ones but :

>Biggest accounts are just porn animations using premade models.
>They dont even know how to model a single thing by themselves, not even the basic workflow, baking, texturing or rigging. Just a camera, some lights, rotate limbs and its done.
>Those "modelers" who provide them new models are just people who headhacks fortnite/lol/resident evil heads onto daz models. Thats all.
>Then theres this other 'faction', the voice actors. Most of them girls (or dudes with filters idc), they have more than 50K followers, so you basic need to collaborate with them if you want to grow and make them RT what you did.
>Finally their public, the normies dont care or dont even know how the model was done. They just think every "modeler" does it from scratch when in reality all of them are stealing copyrighted characters, clothing, hairs, textures or rigs. This is worse than 2D artists panicking about AI stealing their art, this is straight steal.
>All of them grow fast. I mean, 5k-10k likes per tweet easy. ~20k-100k followers in less than a year.

So. At the end, the real 3D artists is left modeling a character, maybe a base mesh, baking the details, rigging it, posing it, texturing everything, struggling with all the small details, figuring out how to fix that pose, that finger doesnt look right or the physics dont work the way they should. And for what? Maybe 100 likes, 500 if you are veeery lucky. Even when doing nude characters and boobs its completely impossible to go against these people.
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>>919002
>using twitter in any capacity

zoomers never learn, best kill yourself. preferably slit your wrists and hang yourself, you are a waste of space on this planet you are the cancer that needs to be eradicated...

thats just a theory tho -- a gayyyyyyy theory
>>
>>919146
Wow you are so mature
>>
>>919124
Which specific fetishes anon?

Some fetishes are much harder to do in 3D than others.
>>
>>919002
>>919003
you need to be clear with your goal first.
do you want likes popularity or you want to earn the money?
selling your soul for porn animation appealing for a certain niche groups?
or making poop random video parodies enjoyed by everyone?
https://youtu.be/Ugn9t1yQQlE
>>
>>919002
>>Biggest accounts are just porn animations using premade models.
>>They dont even know how to model a single thing by themselves, not even the basic workflow, baking, texturing or rigging. Just a camera, some lights, rotate limbs and its done.
you are wrong. the big porn makers do have skills, if you want to see shameless lack of skill go look at people with like 2k followers who already have a patreon. they make absolute dogshit

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Daz to img2img edition

Because we can, we have the vram

>Starter guides:
https://rentry.org/GUItard - current guide
https://rentry.org/tqizb - AMD guide

>Current scripts:
https://github.com/hlky/stable-diffusion-webui

>Colab with new model
https://colab.research.google.com/drive/1AfAmwLMd_Vx33O9IwY2TmO9wKZ8ABRRa

>Prompt helper:

Comment too long. Click here to view the full text.
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>>919026
https://github.com/FrozenBurning/Text2Light
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>>919025
don't bother, AI-bros will not understand.
Making a headshot look pretty is literally miles better than doing a composition with multple characters the way you want to.
They don't realize that this AI will make our work better and they cope on how their rng god is just another tool for us in the toolbox.
>>
found this seed traveling script, but I can't get it to work properly. It generates stuff that looks like it would "fade" into the next seed, but then it just jumps to the next image.
In the video that does happen as well, but kind of smoother? I dunno.
Any help?
https://github.com/yownas/seed_travel
>>
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>>919025
>>
>>919025
Don't need to, you have the AI generate each character separately then just Photobash them together.

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Any tips, guides or tutorials for modeling the adult danger zones? Obviously they won't be on youtube because the human body is a sin and cannot be witnessed.
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>>919156
It offers a lot of advantages, but the most important thing is making it look good. I modeled my labia majora close, and the vaginal canal at medium open. Before seeing this magical sex rig my plan was to drive the mesh with joints. So I bound the base body mesh to my skeleton, and opened up the vaginal joints such that the mesh aligned with the vaginal mesh I had made. Then bound it to the skeleton and returned the vaginal joints to their default position.
The results are very difficult to control. The weights would have to be perfect, and theoretically there might not be a "correct" set of weights to make it deform perfectly. It's such a sensitive shape and the results must be picture perfect or you're wasting your time.
If I do not use this dynamic penetration rig I think I'll find a way to switch to blend shapes.
>>
>>919402
and this is it open. The mesh, apparently, got a little messed up down here after some of the other extreme things I've been doing to it. But there's supposed to be a matching hole in the mesh and right now there's no hole, but you can get the idea. I'm sure with a concerted effort it would be simple to make this look good open, but making the geometry stay coherent as it's closed is very elusive.
>>
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>>918235
fuckin pokefuckers
>>
>>919403
tell me You never saw a vagina, without telling me, you never saw a vagina.
>>
>>918491
I look up to maya and the wild life animator ever since he told me that story about his grandma walking in on him animating some giant tentacle monster and she just didn't give a fuck. Literally motivated me to start working on 3d. Still got a ways to go but I at least know some god basics now. Truly a king in my eyes.

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This is my current level of pixel art made from 3D as of last 2 days.
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>>919130
orange top white booty shorts
>>
Any updates, Cris?
>>
>>919495
Nah. It'll be another decade before he improves on this at all.
>>
>>919495
reading some art books about photography and film to improve my skills.
>>
>>919130
Jesús cristo que es eso cabron

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Working on this model. Would love some honest feedback.

Still sculpting the body.
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>>918836
Your guide puts the crotch in the wrong place but I take your point. Notice she is wearing heels in that render to.

>>918843
Thank you for caring!

Worked more on this now, just need to keep refining. But I am taking a break from this now and finished the little Troll that got all the love.
>>
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>>919055
More progress
>>
>>919087
This is a professional fighting woman. She definitely does squats.
>>
>>919120
Good point!
>>
>>917804
Aprende hablar español idiota

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>this is literally how hundreds of thousands of blender users are being taught how to model
>this is the most popular blender instructor across the internet
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>>908974
sorry, what exactly are we loking at?
>>
Elliot Page teaching 3D modeling now?
Is there anything he can't do?!
>>
>>918990
>He does not understand that a 6-sided pole is bad; in fact,
It's bad only if it looks bad. You can have a fifty-sided pole if looks good. And if the normals align naturally, it will look good.
>>
op is a fag and doesnt know how to model.
>>
>>919225
While this may be true, in the context of a learning video, it should be pointed out that 6+ sided poles can result in poor subdivision, but the thought didn't even occur to him. As far as he's concerned, 6 sided poles are what you should aim for after using a boolean subtraction.
He also demonstrated in that video that he does not understand how to dissolve edges/verts. He instructed viewers to edge-slide them to the next edge then W>remove doubles. Big problem? No. Inefficient workflow practice? Yeah. If you learn too many of those, you'll be an inefficient artist.

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ZBrush: 360$ per year
Maya Indie: 350$ per year
Marvelous Designer: 280$ per year
Substance Painter: 240$ per year
Marmoset Toolbag: 192$ per year
Rizom UV: 180$ per year
TOTAL COST: 1.602$ per year.

Yeah, I really wonder why so many newbies use Blender.
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>>
>>916616
>just pirate
enjoy autodesk prison buttsex friend
>>
Blender is not a replacement for Substance. Learned that the hard way.
>>
>>918615
this bait is worse than avarage art created by this imageboard users.
>>
>>917632
I used Monkrus and got the 2023 one, runned 3 antivirus and nothing shady
>>
>>919527
they "know"

The general for Unreal Engine, arguably the best real-time 3D renderer available. It's also open source and free to use. If you have any questions, ask away.

What projects have you been working on lately? What features are you eagerly awaiting?

News:

>UNREAL LIGHTING CHALLENGE (must be submitted before June 26th)
https://www.unrealengine.com/en-US/blog/are-you-a-lighting-master-enter-our-new-unreal-challenge-today

>Metahumans update, including mesh to metahumans
https://www.unrealengine.com/en-US/blog/new-release-brings-mesh-to-metahuman-to-unreal-engine-and-much-more
https://www.youtube.com/watch?v=xOVyme4TFZw

>Featured free Marketplace content—June 2022
https://www.unrealengine.com/en-US/blog/featured-free-marketplace-content-june-2022

Comment too long. Click here to view the full text.
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>>902644
kinda in a pickle, i want to get into unreal because I want to pursue environment art but then the whole concept of adding the mesh then re-applying the whole textures though another node based system inside unreal doesn't sit right with me. Is there an easier way to import models along with textures to unreal from blender? also are decals really that good?
>>
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>>919331
>re-applying the whole textures though another node based system inside unreal doesn't sit right with me
Lazy, but understandable. There are quasi solutions (basic Maya shaders to fbx, USD and Material X) but you'll need to make things look good in Unreal, which means learning its material editor. This is especially true with environments where you're going to need stuff like tileables and instance scattering variables. It's actually a lot easier for characters where you'd only have 3 or 4 materials and won't need a ton of overlays and variations. Stuff like decals. A lot of Unreal cowboys on youtube just reuse materials from asset packs and learning libraries. That's fastest way to get something half decent on screen.
>>
>>919331
What's the advantage of using unreal for environments? Better at handling geometry?
>>
>>919368
I mean it's material editor isn't that different from blender just a bit more expanded ? I mean in blender the mapping node is a single node while in unreal you have to append parameters and setup various other nodes to get the same result. Also is there any rule of thumb for the amount of tris a model can have to make it game ready ? For instance a house or a coconut tree.
>>919388
It's rendering everything real time and lumen looks really fucking great. I want to pick it up because i want to be a environment artist for games and it only makes sense that i learn unreal to get a job. I wonder if there are any other jobs related to making environments.
>>
Is it possible to import an Unreal scene into Houdini?

Do most NSFW model makers and animators use Rigify for their model interface?

Is it really good enough to get the job done vs. making your own rig with bone drivers and constraints? It seems a little too good to be true.
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>>918046
If you're working with ripped game models for animation without much modification, i found it's easier to just modify their basic skeleton into a rig than to try to match every weight group so that it would fit the rigify rig and still fuck with weight painting afterwards. Sucks there are no tutorials for improving ripped models though, i'd kill for some facial bone setup tricks or just handy mechanisms to add to my stuff.
>>
>>907228
> a soulless job where you get to do shitty cringe projects.
> No creative fulfillment.

You just described NFT collections and cartoons perfectly.
>>
>>912977
>>916983
neither of you have any idea what you are talking about
animators are divas that demand quality rigs, and deservedly so
>>
>>918356
Just because they demand studio quality doesnt mean they cant do the work without it.
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>>917041
Fucking hilarious holy shit

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How long should it take you to make a demo reel to apply for your first gig as a TD? I have some stuff, and i wrote down a list of more stuff, but that list of more stuff will take me at least a year. Do I just apply with the shit I have now? No, I cant post it.
>>
You should have 6 asset in a demo reel from best to worst including one character with rig lasting only 2 minutes. It can take you 4 month to make a demo reel.
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>>919484
Ive made an autorigger, but im more of a tools and engine TD.

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Greetings from /tv/.

Can you guys explain what the actual fuck this is
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Filmmaking is the worst it has ever been and probably will never recover
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>>916313
>>916556
wait wat?
don't they use wrapping simulations?
i'm learning marvelous designer but how can you get wrong the size?
I don't want to make the same error, any tips?
>>
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>>916314
what the actual fuck are her steps? Just because she has long legs, doesn't mean she needs to hyper extend them or anything. Like, what in gods name is this fucking gait
>>
>>916192
>Can you guys explain what the actual fuck this is
Trash... it's fucking garbage isn't it obvious?
>>
>>916371
The funko pop bit is so true lol

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I don't care if it's free or paid, I just want an easy tutorial that I can follow.
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>>919463
Does it have node switching for custom relationship between bones?
Does it have math nodes for automated systems?
Does it have any sort of performance maya have?

all answers no, also


>3k
>doesnt know indie/freelancer version exists
and now i know you are a wannabee faggot who just wants to stir shit up. opinion thrown in trash and disregarded.
>>
>>919463
>he thinks 3k is alot of money
top kek, village well fed ser?
have 10 rupees
>>
>>919470
Lot of profesional use blender autodesk is being replace is a matter of time before the industry go blender. Autodesk is at last leg.
>>
>>919472
The cope of blendchuds is glorious.
>>
>>919472
>the Pajeet grammar
kek


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