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File: ewq.jpg (73 KB, 1273x719)
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THIS is peak level modeling and animation, how can I achieve this?
13 replies and 3 images omitted. Click here to view.
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>>751486
Post your work
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>>751509
I am >>743728 >>747037 whatever that has to do with anything. To me Lew's animation skills are real and his perseverance is impressive.
But his cinematography and choreography doesn't hold a candle to the leaders in that art, which is what the term 'god tier' implies.
It's not that Lew is very bad at it, it's that there are people that are magnitudes beyond what he has on display in that department to warrant such a label.
Guess my point is Lew is only perceived as extraordinary because he did all of this alone (which is extraordinary)
If this was made by a studio it would all be recognized as rather mediocre and forgettable work.

However calling his writing 'god tier' is an insult to screenwriters. Writing a screenplay, as opposed to making an entire animated movie, IS a one man job.
And there are thousands of people in this world that are more talented at that task than Mr Lew.
All I recall from Killer Bean Forever is that it contained lot's of tame high-school level humor and obvious gags.
>>
>>751516
i'm >>751462 but not >>751509, i don't think showing your work would change anything in this case lmao

>Guess my point is Lew is only perceived as extraordinary because he did all of this alone (which is extraordinary)
yeah i agree and that's mostly my point. it's rather impressive the quality he managed to achieve (in some aspects more than others), but what i like about the writing is how fitting it is with the rest of the film and how it works in favor of the atmosphere of the movie the way i see it: a rather low budget piece that impresses every now and then by the contrast of its cheesy story and character models to the fluid animations and (here we seem to differ in opinion) rather smart voice lines and jokes. it's good to me for the same reasons i like tarantino movies. it's, within it's scope, a masterpiece
>>
>>751343
I loved this software. i had a hash, inc shirt a long time ago. i no longer use it, but i may give it a whirl again. it's rigging system was the first i ever learned, and it still seems so simple compared to maya or blender [without auto-rigging] the system of animation, poses and stuff, was very cool. i am talking myself into buying a license.
>>
>>755123
You have the advantage of growing up with it, so you probably could grab a newer release and efficiently work right away.
It's a bit like with Lightwave; I wouldn't recommend it to newcomers, but people familiar with its archaic workflow have no problems picking up the latest version and doing stuff.

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Can someone tell me what guides to read and what programs to use to render in a style like old Silicon Graphics? I've tried to find a download for Maya 6.5 to run through a VM but I can't find one anywhere. I seriously love the aesthetic and wanna learn how to replicate it. Any help is appreciated.
>>
>>755049
We got another one folks.
Don't forget to mark your /3/ Bingo cards.
>>
>>755049
Those were done in Alias/PA, either version 5.0 or 6.0
You need IRIX to run these. Good luck finding a cracked version of Alias since activating a legal copy isn't possible anymore.
>>
>>755049
it's not the software. you can achieve the same look by working towards limiting the standard render configuration. it is set to be as 'realistic' as possible. shaders etc. are a hindrance in trying to make things look 'retro' ... they are designed for the current desires of physically real materials. you have to try to work back towards garoud sading, flat shading. it's not as easy as it might seem. but i'm a retard and only mess around a little.

When will you realize that all of these 3d related websites are run by absolute fucking cucks? Artstation, polycount, blenderartists, etc. All of them fucking hate straight white men and want them all locked down. Can someone here please create a based 3d website that doesn't look like it was made in the 2000s?
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>>755055
t. gamedev on evercrunch pills
>>
>crunch

Literally every single employee in every industry if given the chance will complain about crunch. Doesn't matter if its true or not. Most employees are lazy = 80-90% of any workforce.

It's the 10-20% employees who are responsible for the success of any endeavor. These employees usually love the work which is why they crunch. TLoU2 is such a crime against humanity because it took the drive and hardwork of these people and shat on it because "muh tranny fantasies".

>>755050
Literally nobody knows who you are, and nobody will miss you when you go.
>>
>>755092
lol you've never worked anywhere
>>
>>755092
>Literally every single employee in every industry if given the chance will complain about crunch.
IT/gamedev sexworkers aren't the only industries left on earth you know
>>
>>755092
nice larp, lmao

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Wanna 3D model a sexy robot dame. And need more good references. Also What do you think about robot/practicality vs human-looking/attractive.

hot 3d robot thread
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>>754511
how dare you
I would never simp for h*mannoids or f*moids in mecha suits
>>
>>738584
https://youtu.be/5bsZbE1s46s?t=16
Boobs aren't practical. If you wanna get hard, tehy need to be somewhat humanoid, unless you legit jerk off to PC cases.
>>
>>754514
this was a great video
>>
What happened to the /3/-/aco/ guy who was making a VR robot porn game? I came buckets to his demo and followed his tumblr a long-ass time ago but he suddenly disappeared off of the face of the internet. ;-;
>>
>>754583
Hired by Boston Dynamics, I assume.

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I want to make a lot of animations but I don't want to spend assloads of time animating.

What is the cheapest mocap solution?
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>>752495
it's somewhat true but u described it really gay bro.
also all the ai cucks in here saying it will be automated: Yeah, sure, but it's not as of right now. Often the point of animation is showing movement that is not possible in real life. Like the emphasis, poses and timing. Can't wait until automation catches up with all that, until then you just underpay crunchtime friends.
I have no shortcuts for you jus get good and think of projects that are under 10 minutes if you go solo at a project, it will still take you couple of months to complete.
>>
>>754253
/3/ is just obsessed with the idea that they won't ever have to actually learn any skills to make their coomer animations.

They beg for model rips and now are hoping for AI to develop around them so in a few years they will be able to complete their magnum opus by letting the computer do the 2nd part.
>>
>>752530
Does it have to be HTC or would a Valve Index work for this
>>
>>754271
>They beg for model rips
People constantly coming in and leaving when they realise nobody here cares about their begging is different from /3/'s long term users.

Forums had these people, too. The 2-3 post usernames with nothing but requests, last online when their request went unfulfilled.
>>
>>752495
>>752518

I agree with both of you because both of you are correct.

It's not a zero sum game. You can let a computer do the movement then have an animator add that extra touch.

Western animators are obsessed with the 12 rules of animation. But they're not rules, they're guidelines. This is why every single animated cartoon or cgi-movie looks the same: stylized wavy characters with no weight to them.

Anime has its own problems mainly revolving around budgetary constraints. It's easier and quicker for an animator to create some DBZ fight scene with lots of explosions than it is to create a realistic mma-style fight scene.

So again, it's not either/or. Mocap can be used to create a base-line for the movement, then the animator can come in and push everything to the limit.

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/3/sources General
- Teapot Edition -

>Pastebin with free resources
https://pastebin.com/cZLVnNtB

>Last Thread
>>726257

Use this thread to post any free resources or anything else that you'd want to share with your fellow anons. Textures, materials, brushes, models, references, tutorials, anything that you think might benefit another anon, please post it here.
It might help to check the Pastebin before you post, in case there might be duplicates, but it's not a problem if you don't.

Almost everything on the Pastebin list should be free. That doesn't mean it's CC0, so if you're wary about copyright, it might be a good idea to check the license of what you're downloading first.
Some sites may require a signup, and some might be sites that are "free" but limit how much or what you can download.


Comment too long. Click here to view the full text.
45 replies and 6 images omitted. Click here to view.
>>
Here's a stunningly relevant gif I found when looking for shoulder references to help me understand how to rig them.

>Aaaaagghh, I'm riggingooming!
>>
Bumping
>>
anyone has a set of skin textures?
>>
>>752817
Lmao pls somebody have this
>>
>>755081
Bro. You can literally count the polygons.
In the time you've been waiting for someone to post a model that no one has, you could have downloaded blender or pirated max/maya, gotten a basic understanding of them from the ground up with 0 knowledge, and made it yourself.

This isn't a thread to spoonfeed you faggots, go to /r/ for that shit.
This is a place to post things that people can use in their own work. Not for you to beg for shit.

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Am broke, currently supporting several patrons, but can't really afford previous releases that cost 60$ like TitanForge, Asgard Rising etc. Is there any repository for paid STL files here on 4chan?

Also, looking for this model, it was deleted by the author some time ago (it was free), anyone has it saved?
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>>751459
What is the pw for some of the files?
>>
>>752135
sorry, i didnt upload the files
>>
>>751459

I keep getting a message that says "this group does not exist"

So there is no option to join it.
>>
>>753539
having a similar issue
>>
Aaaaa?

File: wip.jpg (548 KB, 1500x882)
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/wip/ General.
Post your work-in-progress projects or recently finished projects here.
Pay no attention to /wip/ usurpers.

Previous thread: >>745444
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File: u.png (135 KB, 412x603)
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1k tris so far
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Hi /3/ /wip/.
Just asking how I could modify the arm shape to get it a bit more coherent. I used blockout for base shape but can't get to look it like something ok anatomically. Character is supposed to have a lizard-like anatomy.
>>
>>755075
It depends on how much you're interested in 3D.

If you're really motivated to become good at it, then by all means learn Blender first, do some tutorials, understand how geometry and UVing works. The Donut tutorial by BlenderGuru should give you the basics.

If you want to make full-fledged renders and scenes, then you definitely have to learn Blender or Maya.
>>
>>753625
rad
>>
>>755075
Did you do this? It's neat for 3 days into sculpting. Nice work.

I'm a week into it and 755187 is the best I've done, and... well...
Do you have the poly count of your character?

File: 1593905636173.png (55 KB, 146x298)
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A toast to Blender. Long may he reign!
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>>754932
LOL Blendlets so worked up about their amateur software crap
but what do you when you can't afford professional apps?
>>
>>754932

Imagine being this mad about open source crapware.
>>
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>>754935
>>754940
I have 3ds and Zbrush. Christ you guys easier to bait than /pol/.
>>
>>754917
It's always the detached non-crossboarders who whine the loudest about their totally serious industry standard boards getting used by enthusiasts

At this point is best to ignore them
>>
>>754683
it's pretty cool. Id like to see the whole silhouette as this looks a bit noisy. I generally like simple exagerated shapes also, not really digging the realistic approach in games and designs. I also actually dont really hate blendies, there was one badass dude in another studio i worked in that used exlusively blender and he was really good. Its hard to change your whole workflow when you have acquired xp on a specific project/pipeline. Might try it one day. thanks for your humility tho, not everyone here has that. pic related is another project i hVent finished

Anatomy, tutorials, construction, building, texturing, etc. Anything that you think might be useful goes.
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Anyone have a male torso reference?
>>
Any texture painting references?
>>
Anyone have any references for a masculine female? Like a half-orc sort of thing?

Also, new to 3d. Where are good places to find references? All the beginner modelling tutorials just tell you to get out your reference
>>
>>755066
google up "character turnaround"
>>
>>755068
Appreciate it. Was able to find a basic reference to work with in a few seconds.

File: 1568344909322.png (233 KB, 600x470)
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Quality anime hair with good topology, how the fuck do you achieve it?

>Curves
shit topo
>UV sphere and manually do each strand
I will kill myself.

any other method?
19 replies and 2 images omitted. Click here to view.
>>
>>754949
Honestly, just use instant mesh.
>>
>>754963
Are there any good anime hair workflows in other software? I'm happy to pick up another program if its got a good solution to this problem.
>>
>>754963
I've got no money and its for a game I'm planning on selling, I'm not two-faced enough as to pirate a program and then trying to sell a product made in it.
>>
>>755063
based, also blender is fine for your purposes
I still recommend doing it all by hand. it adds soul.
>>
>>755064
I have a really busy week coming on so I might not be able to do anything until next week, but I already got the hang of curves and latices, if it's crappy I'll try doing it all by hand and bruteforcing soul into my anime hair.
Can't wait to finish this character.

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I want to do some photogrammetry to 3D print via Shapeways with the sandstone option they offer, so the print would be in colour. I don't know much about 3D stuff but both methods i've seen seem pretty retard proof, i just i'm just seeking some guidance in wich one to use:

Should i go with the Skanect + Xbox Kinect method?

Or the Meshroom+Camera method?

Im mostly interested in wich one would end up with the most details even if it ends up being harder. Please and thank you guys.
4 replies and 1 image omitted. Click here to view.
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>>753587
I use Metashape PE and a Leica S3 at work
>>
>>754203
>Leica S3

Sounds like a dream. What do you make models of?
>>
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>>754175
Im pretty adept at photography so that part is no issue, i dont think at least, im taking all the shots on raw to keep consistency image by image and shooting in manual with a prime lense to avoid warping. I'm actually trying to scan people and have been fine tuning the process but still having issues. So far the only guides ive found for this specific thing has been with static architecture or a person T posing and doesnt really go in detail on the early parts, but i want to scan rigid specific poses.

To mitigate the movement of the subject ive been scanning the person with a second photographer so more pictures can be taken quicker because holding still for more than 7 minutes seems to be unreasonable for the models ive tried it with so far. Weve been doing it at golden hour on a rooftop to have both enough space to orbit around the subject and have even lighting, we end up taking 140+ shots each session.

Of course this silly DIY approach doesnt compare to properly doing so with a dedicated room with a sphere of cameras but Meshroom delivers a rough enough approximation that i can then sculpt using blender into the person using the reference pictures.

I think right now the biggest obstacle is the texturing, wich always ends up being 4+ png files, sometimes it includes a big chunk of say the face but its all holed up. I can take that and complete that bit on photoshop matching the picture with that got wrecked, the problem is that its mostly comparmentalized in this incomprehensible blizzard like way. I think if i can find a way to redo the uv mapping for me to then fix up the individual textures in 2d matching and improving in photoshop then id be done. But like i said im very new to 3d stuff i dont know if this is the proper way to handle all of this or if im talking nonsense.

For what its worth mentioning my pipeline so far has been: Taking the pictures >Lightroom>Meshroom>Blender.
>>
Hello OP.
I'm at a private instituion and we have conducted various photogammetry captures.
Although we have Einscan tools we have been able to get succesfully strong models with great details with a newer version of Iphone. The process is as follows.

1. Good Lighting: All around even lighting, Avoid hard contrast on the object

2. A method of rotating the object while we performed the capture ( lazy susan works or any rotating thing you can dfind in your house)

3. Film a high res video with your camera of choice ( Iphone or greater)

4. Make sure to capture the object in elevation view and slowly rotate to capture it from top view ( aim for about 40 seconds of total film time)

4. Obtain the mp4 file and run it through VLC player.

5. Enable Film splitting in VLC player. It will give you individual frames in jpegs or file format of your choice.

Comment too long. Click here to view the full text.
>>
>>755017
DIdnt Read this at first,

You can still achieve decent quality scans as long as you have adequate lighting.
All the people we have scanned have been with the Einscan tools.

File: DONA FASE 1.png (1.99 MB, 1920x1080)
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yesterday i started learnig blender following the tutorial ofBlender Guru on YT. this is my first model. what do you think?
1 reply omitted. Click here to view.
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>>752974
Its your fault for turning them into the first workforce of Sillicon Valley, stupid americans
>>
>>752975
blame rich people not that random anon. He's not the one employing them.
>>
>>752972
It is not finished.
>>
>>752972
Dont listen to them. You're doing well, anon. You're gonna need a shitload of tutorials before this or preferably a full (and structured) course.
>>
>>755027
after this*** brain fart.

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What is it about analog that just screams FILM?

It's not just about grain, there's something more. I want to incorporate this look into my renders. I have some photorealistical ones that look shot in digital, I want a film look
6 replies omitted. Click here to view.
>>
>>750614
I been rendering images at lower samples plus a light fog and it creates a very soft grainy painterly look.
Quicker render times too.
>>
>>750614
That's a lot more complicated than you realize.

There's the film itself, which has its own color characteristics and grain size depending on the ISO as well as the type of film (negative,B+W, slide). Then there's the size of the film itself and it's final application, 35mm is garbage in comparison to 8x10, the smaller the film the more grainy the film looks.

Then there's the lens of the camera. Aperture bokeh and internal defects have an impact on both the image and color that is picked up. Again the size of film affects the size of glass which can look different a medium format lens has better out of focus than 35mm subjectively of course. Then there's the lens itself, anamorphic or spherical, moveable elements or fixed.

What exactly do you like about film? Color? Noise? Focus?

Also /p would like to point out that OPs pic is absolutely trash
>>
>>750614

This video (which I am linking from another thread on a similar topic) does a good job of illustrating in a CG (using c4d) setup how real world light and camera shit works

https://youtu.be/YhBUiAuhv-4

The thread >>753155
>>
That's basic color grading and post processing shit.

Look up some color grading after effect film tutorial.
>>
>>750614
film stocks have different response curves, sensitivity and color balance
render as log and use a LUT

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How do I become a pro at texturing? I just learn the basics but how do I learn to make good textures? I'm trying to 3D model a school right now and I want to put my own take on it but idk how
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>>754718
OP, you can learn to draw as people have suggested, or you can just use substance.
>>
I feel kind of guilty joking about substance like that, it's a nice tool, but please don't just buy it expecting to be able to texture. Even if you do, it's not all that. And it takes a lot of time to get this good whatever you use, and if you're modelling, you're spending less of your life working with images so you won't progress as quickly (still slowly).

That being said, nothing in that school hasn't been made before, so if there's something that you don't know how to draw, just do a simple search.
>How to draw tile floors
>how to draw wood furniture
>how to draw a patio
Will get you hundreds of step by step guides by pajeets for every software under the sun, and dozens by others. You don't need to be a pro to have passably pro results. When you look at tutorials, you take that knowledge, mix with what you already know, and put your own take it, as you put it. Your pro-ness increases every time you struggle like this, and every time you gain some little skill to add to your collection that'll get used again in the future. The things you learn making the textures for that school, you can apply elsewhere in different ways.
>>
>>754727
Well organized PS layers with with colours is my fetishs, nicely done mate
>>
>>754727
Autism
>>
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>>754718
You play warhammer anon? You should, get out meet people (well other NEET at least) chuck some dice. Maybe not the whole army thing but like Warcry or Killzone.

Anyway doing that as a hobby has allowed me to see the paint color interaction on the figure without really dealing with all the technical bits. It's kinda like no pressure fun texturing, just remember to thin those paints.


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