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File: Imagination-test.jpg (111 KB, 1200x667)
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On this scale, I am left of 1.
I can rotate the apple in my mind. I can slice it, peel it, smash it, see the texture of the skin, the porosity of the flesh. I can imagine scenes of many apples tumbling around in a box, running through machines to make them into apple sauce. I want to create what I see in my mind, so I open up 3D software, and I can't make it. It takes way too long. I don't have the patience to make 1/10th of the detail I can see in my mind. By the time I get some armature set up or model a human ear, I have 10 other ideas that I want to make. I have started over 500 projects in the past 4 years and finished 0. What am I supposed to do? Can I download a studio on cgpeers?
28 replies and 3 images omitted. Click here to view.
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>>865274
Are you high on glue or something?
Nowhere did I say that 3D is an replacement for fast 2D concepts, but occasionally you can take a shortcut and leave out 2D.
Companies pay good money for 3D concepts, if they want them, people (like me) will do them.
I regularly do very rough 2D concepts first and then I flesh them out in 3D. 2D is merely a stepping stone for a highly detailed 3D concept that then gets properly produced by an prop artists. Its only a visualization to show, I personally often don't need them.
And yes I do fast kitbash scifi stuff because I am as fast with it as if I would draw it from scratch. You do know that you can paint over 3D stuff,right? 2D first 3D later or the other way around makes no difference when its hardsurface.
>you cannot use it as some cheat for not understanding the fundamentals of art.
Take your assumptions and shove them in your fat ass. I studied design and art first and learned 3D afterwards.
>>
What is that special?

I thought everyone could imagine like that
>>
>>865005
You don't use it, you lose it.
>>
>>864336
This is the stupidest thing since ADHD

>it's rare but common
Fuck you
>>
>>867181
>it's rare but common ENOUGH
read the entire sentence

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what are some cool examples of character models that change depending on camera angle to make 2d styles 'make sense' in 3d?

picrel is live2d Euclid, a pretty cool 2d -> 3d tool, https://vimeo.com/119417809

but I'd love to see 3d -> 2d stuff too. I heard the new 3D MLP show shifts character heads around depending on camera angle? couldn't find info on it though
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>>867641
kys shill
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>>867641
You should lock a dedicated camera inside of your asshole, money laudering jew
>>
>>867642
>>867646
If the shoe fits, wear it
>>
>>865910
It would be helpful to have a camera view without the distortion so that it's more evident how the distortion effects the model.
>>
https://www.youtube.com/watch?v=zJE1HoHabMw

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The previous gunt thread did so well that i'm making a new one. Here's gunt's model if you want to put him somewhere unusual:

Original gunt
https://drive.google.com/file/d/19JM0U6a4wmeTwJLz9RkuaZKWRZR1Ezan/view?usp=sharing

Definitive edition gunt
https://drive.google.com/file/d/1r0MbQRcUnbRGwzS4wRSYEfjrLFUoP3b6/view?usp=sharing

Also I didn't make pic related, i've never even made a 3d model
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File: gunt_comfy.png (1.14 MB, 1024x768)
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not exactly a soapland but comfy. also low effort.
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>>868127
low effort? that looks great!
>>
>>868127
wtf how did you make this render style
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>>868135
by combining different render passes in different ways.
>>
File: gunted.png (174 KB, 680x467)
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and we can get even lower

File: 3g5vsnxve4t01.jpg (17 KB, 500x293)
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I know there's things about /3/D modeling they aren't telling me.
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>>868054
Fuck off Cris.
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>>868054
Not from a Blendlet.
>>
>>868054
There's this schizo anon on this board who keeps asking about how to do animation that is automatically balanced using a physic AI and timed smoothly.
We keep pretending that there is no such tool even tho there is and we've been using it for years lol.

The name of the tool is Aur... Oh wait someones calling me, I gotta take this, nvm I'll be back to finish this post later bros.
>>
>>868096
Not him but how and where do i learn to make things with difficult natural curves like this?
>>
>>868129
Arrimus3D, Elementza. Polycount has a gigantic thread about how to model these kinds of shapes. It's called "How tf do I model this?" or something like that iirc.

This isn't too bad. Keep in mind you can also make the base shape with booleans and then clean everything up. (You can also do everything with booleans to the end and smoothen the edges in Zbrush, it's kinda hacky but can be useful).

But yeah, this kind of thing is my worst enemy as well, I can usually complete these tasks, but with tons of pain and overtime.

File: 1620738619599.jpg (44 KB, 996x556)
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>go to start photoshop's 3D tools
>they dont work, message about being discontinued pops up
>paying...for less...
Adobebros...
>>
>Go to do 3d work
>Look at wallet
>It's empty
>Fill out KFC employment form
3dbros...
>>
>make excuse for company
>that fucks up the tools
>you pay subscription for
stockholm syndrome bros...
>>
File: 1353693583032.png (302 KB, 1184x1712)
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>Pay for a*todesk products for my indie start-up company
>they use the cash to bail out Tyrone and his BLM friends from jail so they can loot and thrash my office
>Go on 4chinz and seethe about Blendlets not having the honor and privilege of fighting for racial equality side by side with my corporate friends, like I do
a*tobros....
>>
>>868117
Who gives a shit, only retards use autodesk programs anyway

File: 158829594164.jpg (130 KB, 724x1024)
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Blender user here. Nearly 99% of the time I stumble on coomer shit done in maya/blender etc characters look vastly uncanny and weird, but when I look back to 2D porn everything looks evoking and cozy to watch art. Does anyone have an explanation for this? I bet I am not the only person who cringes at 3D porn and finds 2D more suitable. Don't get me wrong, I've been a Blender user for 2 years, but when it comes to filling those needs I always look back to 2D artists.
59 replies and 7 images omitted. Click here to view.
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>>868031
fiber meshes with dForce functionality is the way to go.

>>868079
some more extreme shapes might necessitate the use of geo-shells or geo-grafts.
>>
>>866630
I don't know what you are talking about, 90% of 3d porn compilations made on sfm looks alright to me. it doesn't seem to me like the wuality for 3d is much worse than 2d coom
>>
>>868089
3D attracts more incompetent people who think they can get away with shit. With 2D, bad quality is often the result of not enough time/effort spent (talking about animation here).
Bad 3D is often the consequence of lack of knowledge and competence.
Compilations are made from the best 30%, the contrast to the shittyness of worst goes unnoticed.
>>
>>868079
I use daz, you idiots make the crap. I don't have time to be a nerd. Now get back to making shit that I will get for free.
>>
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>>868108
>DAZlet and proud

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Progress thread? What took me days i can now do in half a day, at much higher quality. The scary thing is I didn't use ACES on the left and if I had the colours would literally pop off the screen
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>>867488
here is a quick ACES variant. Notice how the colours "pop", with zero extra effort. If only I had taken the ACES pill earlier...
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>>868074
why is he a burn victim?
>>
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>>868074
You are trying to polish a turd with technical solutions to problems you don't have.

Pic related is you.
>>
>>868074
This unironically disgusts me.
You should do horror stuff instead, you would nail it.
>>
>>867169
nigger/10
fuck off talentless retard

Post 'em boys. I wanna see what other people who are starting to learn 3d are doing rather than talking about things you wanna make. Feel free to put me on blast as long as you also tell me shit I can do to improve. I know very little about edge flow stuff, so hit me with that too.
>>
>>867930
legs too large and long
>>
File: 1618806591344.jpg (838 KB, 1920x1920)
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behold my latest mastapiece
>>
>>868064
Cacodemon but he African

>he doesn't make money with his modeling/animation
Please don't tell me thats you, anon.
42 replies and 6 images omitted. Click here to view.
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>>863810
This mentality is a trap. The fact that you call it content should be a dead giveaway.
>>
>>867968
How else should it be called?
>>
>>857561
>Imagine getting into this field because of the money.
spoke like a real wagecuck
>>
>>861240
>my 3d porn anims are finally really taking off and now I'm making 800 a month on patreon— could make more if I paywalled shit / did commishions, but whatever, I'm comfy and I mostly make the shit for myself because no one else was
>not posting your patreon wasting a chance to self promote
Why do people do this?
>>
>>867695
> I'm a NEET and do 3D stuff because I like it and enjoy it, the money aspect doesn't really interest me too much. Obviously it would be nice to make money from it, but I wouldn't get into something just for the sake of money. If I wanted that I could have gotten a regular job.
I guess it was a choice between sovl and sovlless and I chose sovl.

File: hocu_idle.gif (932 KB, 300x500)
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Newfag here, I want to make low poly PS1-esque models like pic related.
How do I start?
251 replies and 61 images omitted. Click here to view.
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>>847544
the word you are groping for is zeitgeist.

>>864611
why are you in this thread, riding the retro dick is the whole point
>>
>>836502
that's what happens when you don't do 3d
>>
>>861836
>tree over the trim
this always triggers me
>>
>>867847
good.
>>
File: tf2_spy01.jpg (58 KB, 640x480)
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No cap & on god: it doesn't get better than pic related.

File: 3dcoat_60f7f1de4c000.jpg (77 KB, 861x494)
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>new brush engine
>low poly modeling
>sculpt layers
>rich curves toolset
>smart retopo
>new GUI
>FREE smart materials library

Why haven't you taken the 3DCOAT pill?
19 replies and 1 image omitted. Click here to view.
>>
>>868052
>woddels

no clue what that is

>valorant

uses substance
https://www.artstation.com/artwork/ykvJrn
https://www.artstation.com/artwork/kD6aB6
https://www.artstation.com/artwork/Qr0WZ8


pic related is what you want 3dcoat for, /v/ tourists out in numbers today I swear.
>>
I'll stick with Substance.
I only use Adobe and Autodesk products. Centralizing your pipeline is worth it.
>>
>>868060
You should add Marmoset to your arsenal.
>>
>>868061
I might actually try it out, the 3d viewer looks like something I'd buy standalone after working with WebGL
>>
>>868062
its not about the viewer, its the bakes that are superior

File: c1.png (154 KB, 530x399)
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Ok, I'll now proceed to make my first character, step by step.
Please warn me if I'm doing something wrong
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>>866761
what format should I export everything to put it on Godot without losing any property?
>>
>>867050
>Creationist here.
Don't speak to me, you filthy scum.
>>
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>>867062
pls help, this might be the most important question:
should I make the landscape with a single big piece like pic related (the capital city and main character are there for proportion reference), or by assembling hundreds of small chunks like the one in >>867062 ?
>>
>>865102
GODDAMN IT'S GOTTA NICE ASS!
>>
>>867062
try the .gltf format, anon.

File: its-happening.gif (730 KB, 320x212)
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https://www.youtube.com/watch?v=JZIFWEY3l6k

We keep winning sisters!!!!!!
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>>867529
>>867531

Frogposter vs Weeb. Who's going to win the battle of autism?
>>
/ourguy/ just posted a challenge to the blender devs do you think they'll listen?

https://www.youtube.com/watch?v=bvHFxrrkPpE
>>
>>867545
>3ds max and maya indie is not available in my third world
then they also can't probably enforce the law and you should pirate their tools without having moral problems.
I am living in a rich country (still pretty much broke) I can get a indie license and I am still pirating all their tools. Fuck them, If I am making no money, they wont get any from me.
>>
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>>867578
literally who?
where do people get this impression that blender is somehow in a contest with commercial packages? blender inc is a nonprofit foundation, they get nl government & eu subsidies and 99% of the devs work for free. blender's strengths and weaknesses are both due to them not giving a fuck about market share/pressure.
>>
>>866806
it used to before 2.8

File: 1636510929909.png (812 KB, 1100x618)
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Is this kino?

https://www.youtube.com/watch?v=_SOEN8_ffsU
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>>
Thats pretty cool
>>867869
youre probbaly one of those people actively destroying this board
>>
What's with that giant fuckin watermark? Anti-Kino
>>
>>867859
It's TikTok humor.
>>
>>867896
No, I'm just not a retarded ADHD-ridden zoomer
>>
>>867859
>>maximum autism
NPCs won't get enough of this

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When creating game characters do people create each one from scratch or do they have some base model which they modify and put clothes on to? Which one yields better results? What option should I choose as a solo dev? I want to create characters with similar art style as pic related.
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>>867903
>>867902
art style i want to achieve
>>
>>867902
You have to pick a time efficient method as a solo dev. If you're thinking about it, then it's best for you to lower your scope and do a base mesh.

You can theoretically do realistic models, but you will probably make a mistake with them if it's your first time. You want to spend time adding content to your game as opposed to fighting assets. Don't listen to /v/ when they complain about "pixel/low poly shit", they buy those games anyway and most people don't care about it.
>>
>>867902
I always build a nude/skintight jumpsuit kind of version of my character first that I set up to rig well,
any outfit variations I make then use the same key loops for deformation areas and are
rapidly weighted and tested via skinwrapping to the base variant.

You'll need one base version of each bodytype character that is gonna be in your game.
Like say you gonna have normal/skinny/fat male/female you then need 6 base characters to work from.
You can cut corners and have everybody use the same skeleton but then you gotta strike a good tradeoff
and have modestly sized males and very athletic females, see the GTA Online protagonist for an example of that.

>Which one yields better results?

The above is how you get the highest quality results and ensure good deformations for anything you create.
>>
>>867903
>He's delusional, take him to the infirmary
>>
>>867933
>>867917
thanks




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