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I spent all my 8 years of 3DCG learning nothing but zbrush and 3Dsmax.

I can't get into Blender, no matter how hard I try, and I don't know why.
Did someone here share that same experience and somehow managed to make sense of the horrendous UI?

Sadly Blender is becoming the standard just about everywhere, and 3Dsmax plugins are so freaking expensive plus I don't like their subscription plan...
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Not even kidding, call me an autist I can't find the hotkey on this trash UI
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Is this thread supposed to be fucking satire?
How can you be this unwilling, persistently and actively avoid actually starting to learn while at the same time begging for getting spoonfed with learning material?
When you're in edit mode, do you see the toolbar on the left? Extrude is one of the first buttons under those responsible for translation, rotation and scale. Alternatively click E on your keyboard
How about you read a tutorial to get up to speed with blender instead of being a massive autist
If you rollover a tool in the toolbar on the left side it will show the shortcut.
If you are in edit mode and you visit the menu-bar on top of the window you see 3 entries. Vertex, Face, Edge. These are the corresponding menus for these operations. AND GUESS WHAT? THE FUCKING SHORTCUTS ARE IN THE MENU!
Also there is a context sensitive right click menu. It shows shortcuts.
Can you believe that?
Go watch an YT series for beginners - if you are lucky and able to use your brain you might find one that isn't geared towards absolute 3D beginners but 3D artist that switch software.
Maybe try this one - could be hit or miss with these guys idk...you decide.

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pls anon do it for the love of thighs
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Are the breasts and tits modeled underneath.
>breasts and tits
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yes but they're imaginary

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ITT: Post your donut, anvil and coffee mug
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This is fun
no you're fun
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did this ages ago, working back on the anvil now

[spoiler]you guys think a double monitor set up is a good investment?[/spoiler]
>you guys think a double monitor set up is a good investment?
Absolutely. Imagine having a tutorial on one screen and you following it on the other...no more clicking back and forth. You just do it.
The 2nd screen will always have your back. Animation, Compositing, Video editing, having a whole screen for node-setups - it's all double the fun if you have enough space to actually work comfortable. Also the 2nd monitor doesn't has to be excellent. You could buy a cheap used 27'' for a hundred bucks.

How much disk space would a fully rendered Earth model with full foliage, terrain textures, and ocean take?
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Like can there exist an algorithm the triggers a unique cutscene or animation when interacting with an object that affects the story? This is on a procedurally generated map.

The way this is being described is a procedural map generates the map by drawing from a database of objects/data using an algorithm/script.

If I wanted to make a 3d Sicily, for example. I would create a script/algorithm that would generate a map from a heightmap, open street map data, terrain data, and a database of 3d objects/buildings , trees/plants, textures, and npcs/animals. The algorithm would then procedurally build the map.
Look up Chris Crawford, he has been obsessed with algorithm created interactive fiction and gave up in 2018. I admire him but... I would have liked to see Siboot just as much as I would have loved to see Richard Williams' film he was working on before he died.
Some persuits yield no reward.
pretty sure it's written somewhere in the torah, but you got to do the math
Earth could probably be done in Terabytes.
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Quite alot; but you can save a good deal of disc space, and processing power by only modeling and rendering microscopic and subatomic areas of reality when someone bothers to try to observe them.

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Hi everyone. I previsouly posted >>751648
and decided to test sculpting a bit further.

Here is the result (head only) :

Not much of an improvement, but at least learned dyntopo (Should have watched more tuts b4 posting 751648)
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Nice poly Modeling. I would need to watch a handful of tutorials to get correct retopo.
Is this 3DCoat?
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What is 3DCoat? Here I tried sculpting using Blender's Dyntopo (adds geometry progressively).
I would need the result to ressemble the pic in this message.
I would recommend using remesh instead but it also has its limitations.
You have to retopo.

I'm looking for a software where I can do storyboards. I don't know how to draw so I was looking for a program with 3D characters which I can manipulate and take screenshots or make simple animations. Found Poser Pro which is what I was looking for but I have read comments that recommend Daz 3D. What I like about Poser is that it doesn't requiere too much ram and memory storage. The other option is Cine Tracer but I think I would wait until the programe is complete. What do you recommend?
you'd have more luck learning how to draw basic scenes rather than learning it in 3d, trust me on this one.
You can go full pleb and just pirate a bunch of daz assets. They are allegedly used for storyboarding in feature films.
it's free and has mannequins you can pose
Do you know if you can upload 3d objets to the program so you can used it?
You can import GLB is the binary form of GLTF (Graphics Library Transmission Format).

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Its been a year and no one has uploaded the subtitles for this guys course. Does anyone have access to them? He is speaking gibberish and no one can decipher it.
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Pretty sure anyone european can understand him.
Any chance one of you could just record yourself over windows sound recorder--- explaining whatever he's doing like a DVD commentary? I'd listen.
This video reminds of the information you'd find in The art of rigging series, fantastic set of books at the time, except translated to blender. Definitely covers all of the topics, wonder what happened to them.
What's the purpose of duplicating deformation bones?
I would do it, like a video DJ from Uganda cinema

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can design doll models be exported into blender or zbrush
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I am pretty sure that shit isn't game-ready OP
Getting 3dguy vibes from this, but like the refined spice melange whereas 3dguy is the raw worm juice
You will need to fix a lot of bad geometry in some places, but otherwise yeah it works pretty good.
if it has that kind of topo you'd be better off making it yourself

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Ok, I actually cringed at reading this. Not only do you assume its the same poster, you also assume that I said even remotely close to saying Auto UV'ing is the same as PTEX.

Also I dont shit on anything blender related. Considering I use the program for my job its actually quite laughable that you even mention that.
It's a shame that Blender's developers were too dumb to figure out how to implement PTEX, it would have given them something ahead of the other software at the time instead of now being forced to rely on soon to be abandoned and incompatible third party scripts like this.
Ok, I actually cringed at reading this. (kek) No man, I didn't assume you're the same person, I'm speaking to both anons. AutoUV and PTEX aren't remotely close to each other and no, I didn't assume you said that. I'm saying the addon in OP is something which hasn't been available in Blender before. I don't know if it has been a thing in Max or Maya either, I certainly didn't see it. It might have been in Modo, I think I saw somebody mention it in some Twitter reply.

Anyway, what this does is figure out the placement of all the faces so they fit on a trim and the edges nicely align to the edges of the section of your trim. It isn't just mindless auto UV. It's useful for trimsheet workflow because it unwraps it and also fits it correctly, then you can just move it around if necessary. But sometimes I get great results right away. Normal unwrap doesn't take the grids on a trimsheet into account.
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>the inferiority complex radiating from this post...
maxlets exposed again

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I'm trying character modelling for the first time and I'm practising by following a model sheet. I'm having trouble because anytime I try to extrude my model, it doesn't line up to the model sheet and i'm worried my character model will get fucked up, never mind the topology.

This is how far I've gone with my model, I still have a long way to go, just tell me if this doesn't look too garbage.
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You should try to stay in the ball park then worry about it not being 1 to 1.
I have an account thats 7 years old I'll check if I can invite you, back then you could only register on the 1st of each month
that'd be greatly appreciated!! I would owe you one big time. I made this email if that helps in any way:
ok I just checked and it says the user limit has been reached. that sucks. Piratebay torrents gotcha covered tho
it's alright, thank you so much for trying anyway! I'll check out Piratebay, I didn't know it was still a thing lol

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Fuck me.

I wish I had this kind of talent.

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>rather than design something around new unknown technology
When it's something you like it's clearly some "unknown tehnology" yet when it's something you don't like like greebels that hint at some unknown mechanics under the hood it's someone "who doesn't understand mechanics or manufacturing". Fuck off
Looks extremely boring.
We're not the same person, retard.
A hinge or a plate or a screw isn't some kind of alien technology, their purpose and how they work is well known to mankind so when some "artist" uses them in a place where they don't make sense of course it sticks out like a sore thumb.
What the fuck happened just above?

No retopology or anything too fancy, just messy 3D Zbrush concepts arts rendered in keyshot, organic and hard surface alike, just for a still picture to show off design
how much is customer willing to pay for these and is there even a demand for it?
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as im learning more about the process im understanding more of what your're saying
it looks worse from the far thats for sure but process better/easier than i thought close up
work for hire
or licensing?
>>you better retopo your sculpts boyo

nothing changed why are sculpt fags so lazy?
Die you degenerate Barneyfag
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>bruh ur ngmi if u never learn anatomy
>gotta learn anatomy bro
>bro just learn anatomy
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Scott Eaton courses, Anatomy for Sculptors book, those old Ryan Kingslien anatomy courses from Uartsy, this new facial sculpting course from Dmitrij Leppee on CGMA, Steve Lord's courses (although I believe his approach is too unstructured for beginners), Raf Grassetti gumroad anatomy course (it's also very cheap), you can use a medical app like Visible Body, etc
There are countless high quality sources
learn anatomy after you have a job as a junior 3d artist.No studio will let you do any character anyway and you will do some props for a while. if you are lucky you will get to do hero props.
Take creepshots of your mom.
i have two dads

2d artist who is starting to learn 3d here, I can wrap my head around making hard surface boxes and stuff like this but how do I learn about modelling with organic shapes? Whenever I try to do anything spherical or even remotely organic quickly becomes a complete mess.
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Then do something about it you gigantic brainlet.
They are lying to you to gatekeep you.
Notice how every model ripped from games are in triangles. In artstation they are hiding them with the quad feature in maya so outsiders will think you should model in quad
Quads are recommended because it's usually easier to work with topology and loops, and because anything over a quad is undefinable if it's not on a flat plane. Even quads suffer from this sometimes if you're not careful but the benefits of using them outweigh the drawbacks.

This anon is a retard, everything gets triangulated in-engine because it's usually easier for the engine to handle, not because it's "better" to model using triangles
You know how when you draw a person you first draw some circles and then you draw the rest of the owl?
Imagine the circles are SPHERES.

>I want to learn about actual modelling and correct topology.
You should watch a long form video or tutorial series on modeling a character, if there is a retopo step (for sculpt -> retopo -> low poly bake) they'll talk abut it there, if it's a box model approach (starting with a cube, adding in extra geometry as you go along) they'll talk about the importance of geometry placement and edge flow as it progresses.

The tl;dr is quads are even sided so math on them never produces weird ass rounding errors or edge cases.
These edge case situations (where mathematically a shape can exist on paper, and therefore in the sublime mind of the eternal machine) it turns into weird shit (flickering, artifacts, weird shading, weird deformations when bending squashing or stretching) when translated into 3D.

Also quads quite literally do not exist, they are a mathematical approximation useful for humans and have the added feature of the aforementioned even number of verts and edges.
All geometry in-engine is made of triangles. NGons, poles, stars, etc are all triangles.
why would you learn something as souless as 3d ?

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Ok 3dtards explain to me how I can make my hard edges look beveled like on my HP model I'm baking from. The top of the model and the flat face of the axe are seperate UV islands, is there any way to get a smooth edge between them or am I fucked?
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Alright, but won't that increase the polycount by a large amount?
did you just use the bevel modifier to get this result?
Not by a large amount if you only do it to the edges that are giving you an issue, not to the whole model. In this case the axe head at the top. You only need to do it to a few edges and it should not be very noticable on your polycount.
In 3Ds Max I used chamfer function.
In this case I can just use my LP model with the modifier and just crank down the subdivision by a fair amount.

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