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I've used Solidworks and Autocad before but that was years ago. Any sites where they offer courses or exercises for free. Not looking to get certified just yet since they charge you.
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>>753367
CGP has a dozen or so but what you really want is MIT school archive from a few years ago. Literally has introductory sessions, a beginner break down video of an engine, and then runs through an intermediate class with students listening to the instructor.
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>>753398
Thanks Anon, I did a quick search about MIT and it is available on the wayback machine, so it's kinda broken, thanks a ton. Also CGP looks cool but it seems I need to email them in order to gain access to any kind of course. Thanks again.
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>>753367
Years ago I used to go on digital tutors (now pluralsight). they have pretty good tuts for absolute beginners or just relearning the basics, which are very important. 3ds max > Maya if you want to do modeling
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Are CAD skills transferable to modeling? I'm also interested to do anime tiddies but I prioritize learning CAD first for now
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>>754288
not at all ,they are completely different type of modeling

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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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>>753777
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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>>753699
look @ at those wasted pixels
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>>754424
Only usefull if you can afford to bevel every edge
>>753745
>That answer is not going to help you. Even though your UV's space is not well optimized it should not cause that edge. Post your models, the low poly and high poly, I
Wrong, proper edge aliment and right distribution means your normal blend will happen over one or two pixels, means that even sharp edges will be extremely hard to notice.
Also just easier to work with, saves a looot of problems during texturing.

>>753748
>>753748
>>753760
Did a quick bake in substance too, like this guy and i will tell you first things before you bake shit down.
One, name your meshesh properly so you know whats what, no plane 1, plane 2, plane 3, plnae 4
Two, turn on auto smooth if you gonna be using sharp, if not fuck it
Three, straighten your uvs, i got some shitty plugin for it, select shit and press buttton it does the rest


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>>754525
cont

Overall i ignore those tiny edge and mirror seams unless they are bad, then i bit the bullet and bevel or use smooth shading.
This will depend a lot on the texture resolution of your normal map, the smaller the more visible, and at that point, using one smoothing group and adding few extra loops and using as few uv seams as possible is best way to fix anything. Also will depend on model.
And something to keep in mind, unless its super reflective, just hide it with texture, as long as there are no face shading artifacts, so bake at diffrent triangulation and export diffrent one, mirror mesh but triangulation isnt mirrored etc, seams dont really matter.

Anatomy, tutorials, construction, building, texturing, etc. Anything that you think might be useful goes.
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>>749212
>unlike shape keys, you can't have keyframes input for it, so i don't know how to make it swap between different uv map during an animation

Normally you would let your game engine handle that, but if you wanted to do it in blender without extra geometry, you could have a bunch of image textures tied to mix nodes and animate the blend factor.
>>
Animation of running. It is a drawing, but I thought it was a good reference.

https://twitter.com/Skydash827/status/1274374536188719104
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Does anyone have male body references for assorted builds?
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Anyone have a male torso reference?
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Any texture painting references?

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Post 3D stuff you LIKE. I only see /3/ complain about stuff they hate. I want to see if you guys hate everything or if there's 3D stuff you actually like.
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>>750330
looks kind of weird how the loop of rope on her left hip doesn't have any physics.
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>>750338
Disappointing as an adaptation, but agree on the CG.
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>>751633
I thought Bloodlines was pretty decent, the only thing that stuck out to me was that the hubs felt, a bit, like immersive sim hubs.
I don't know why. I think it's the packing of relevant building to relevant building, things feel smaller when you've been everywhere, so that kinda holds it back a little bit on repeat playthroughs.
>>
look at 'im go

https://cdnb.artstation.com/p/assets/images/images/023/867/971/original/tim-remmers-frostsnakeboarding.gif?1580597518
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>>750336
BnS?

took 2 days to finish this b17, could anyone help me on how to make the model more symmetrical, wings and guns and engines got close together by using only my eye as a reference point, and how can i get more textures for it?
>>
Juan, from what I can tell you rather slapped together primitives and deformed them a bit to get your plane. So it's more of a rough blocking out/3D sketch which is fine but before you start with textures now would be the time to actually turn this into a proper mesh. This basically means building a coherent mesh over your sketch that can then be easily prepared for texturing. There's tons of beginner material on YT. Don't cut corners on learning since trying to shortcut in the learning process ALWAYS comes back at you, biting you in your ass sooner or later.

What happened with grass in recent games that makes it look so good? Look at grass in TLOU2 or Ghost of Tsushima.

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

From what I can see, they finally switched to individual grass blades instead of cards (although maybe only for a tall grass), and I assume PCs are now powerful enough that we can afford an actual geo. This also means that now each individual grass blade can move by itself and you don't have a whole grass clump move like its glued together. It also reduces transparent space on cards which can also cause drastic FPS drops.

But is more geo really more efficient than cards at this point? I did some experiments with this in UE4 once, and maybe I didn't set it up correctly, but I haven't seen a big difference on larger scenes completely filled up with thick grass.
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>>751414
>But is more geo really more efficient than cards at this point?

It's instanced on the GPU much more cleverly than before so it performs better but yes it's an expensive effect to run. The fact we have these realtime technologies that are really cool but also very performance eating is why we see so much 30hz gaming going on mongst the AAA's.
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I am such a fucking slut for grass in games. It's so lush. It's like dream grass.
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>>754357
Yeah I'm obsessed with vegetation in games, too. Uncharted 4 was like having a constant orgasm. Horizon Zero Dawn was comfy as well.
>>
until I can lick the computer grass its not next gen
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>>754361
>Uncharted 4
Shit looked delicious. It was like the Land Before Time leaves made 3D.
There's something incredibly unrealistic about 3d grass that I love. It's like the realization of what man wished plants were like.

https://youtu.be/E_2UpAZYE1A

Is tablet a good workflow?
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lol'd
>>
https://youtu.be/NfWd9QZfils

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Which One are you?

“I just gotta play a few video games to get inspired and motivated”
>The Procrastinator

“I’m gonna watch Blade Runner again for the 10th time and get motivated to work on my cyberpunk scene I’ve been planning for the last 3 months, it’s gonna be awesome!”
>The Planner

“If I could just get a chance, I'm sure I would crush it at a studio job, I would thrive in that environment making art all day! I just hate working on my portfolio alone at home”
>The Daydreamer

“I sat my ass in a chair and made art for 4-8 hours a day for two years straight and got my portfolio up to industry quality. I actually wanted to cry at times”
>The Successfully Employed



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>>754007
First and third sadly
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>>754007
Not the successful one. Otherwise, all of the above.
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These days the last one, but otherwise it's more like the first one. I'm currently stuck in a cycle of opening zbrush, working on my model for 10 mins, close it, do something else and come back to it 2 mins later.
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>>754021
t. makes anime girls abominations in Zbrush
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>>754007
4
mid process doing a cherry-on-the-top project too big for my skills and capacity, but if i manage, i'm done with my portfolio
if it doesn't land me a job in the industry, i'll just stop trying

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Not a single environment artist, rigger, renderer, animator.
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>>751270
>why the 3d world is full of modelers?
Because it is the cheapest part of the process. All you need to have is an average computer and any sculpting software
>>
Blender's compositor is extremely powerful but almost no tutorials for it are available
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>>751270
What's the difference between a modeler and environment artist, is it the same as a character artist? I'm a complete noob.
>>
>>751270
Most ppl want to be the hero its the same reason why most ppl play dps characters or most ppl want to be the attacker in football.
Modeling the main characters is cool, modeling the main scenes is cool.
Making a spell or rigging a character is less cool.
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>>751369
this, here in slavlands they all want 3d generalists, because they want one guy to do all the work, sometimes even more
on my last job, I did modelling, 2d animation and wrote the storyboard
anyway hows the freelance business? you use upwork or some other work around?
>>752250
also this, it took days for my pc to render some animations few months ago

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What is the best software for retopology and why?
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>>754355
Grabbing at straws here. You autistic or what?!
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>>754375
Not him but he's got you there dude
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>>754380
>>754355
>samefag
>>
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>>754382
Who are you? Miguel's boyfriend?
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>>754302
save yourself some time and use Topogun, they just released 3.0. Ive been using it for anything character or organic environment for 10 years. It does the job better than maya zbrush or max or 3d coat trust me.

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https://www.youtube.com/watch?v=1I5qEjlj3lQ
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>>752104
I'd say Godot solely because you don't pay a dime in anything AND there's a large community.
Unreal is the generic fortnite looking garbage, so if you want to pay the Epic-tax for your free-to-play looking shovelware then go unreal
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>>752093
when are they optimising godot to be as performant as unity?
1/4 the performance is not acceptable
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>>754384
Why optimize performance when Unity is tanking theirs so much they'll soon be equal?
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>>754372
hello /v/
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https://www.youtube.com/watch?v=OC5dSu6Cd-g&feature=emb_title

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I know why you're scared. You'll be forced to use the same single piece of software for your entire workflow pipeline that the normie plebs rave about like nigger cattle. Not only will your own unique industry standard identity not be expressed anymore through your own customized industry standard workflow pipeline, but blendlets will become your employers through nepotism after the Blenderevolution in turn force you from industry elite into the role of a blendlet.
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>>754395
If you didn't use Blender, you would already have figured it out.
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>>754395
Separate the feet as a different object and use a smaller voxel size
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>>754398
then what to I do when I join the meshes to continue sculpting?
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>>754395
>>754400
Don't use Remesher...

Use Dyntopo in combination with the Simplify brush as you work on your model. That way you can more polys as needed.
For things like fingers and toes, you'll need to use Face Sets and then Face Set Automasking later on (outlined in red in my screenshot). That way you'll have an easier time working on each little part or do something drastic like separating them into different Objects.
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>>754401
OK, thanks.

I'm trying to figure out how to properly rig this and I can't get it to look right.
The circled part in particular is what is confusing me. What bones do I weight that to, if any? I intend on using some cloth simulation on the final product but it keeps coming out weird (see image below)
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>>754248
>>754162

This was meant for you.
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>>754112
Jesus needs some new hair but im kinda impress how nice it looks, good work anon
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>>754113
>>754112
looks good, but what happens if the play kills him mid animation? Will the clothes continue the animation while the body ragdolls naked, or is he unkillable?
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>>754325
>>754325
I haven't decided yet.
He has physics so I can ragdoll the body. And I could just hide the alimbic robe mesh and replace it with the same robe mesh with UE4s cloth physics that starts in the sitting down guitar playing position when he goes into a death state.
Another thing I was thinking is if I could also just make a custom alimbic death animation and use that alimbic anim when he goes into a death state, though I don't have experience with switching between alimbic animations so I don't know what problems that would bring.
Aside from immersion there's no other reason the player would need to kill him though as he is more of a passive atmospheric NPC.
Could also just make him unkillable and add a little effect and dialogue when the player tries to hit him.
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>>754298
Thanks, I agree, need to do something about that hair. I just got into doing hair so hopefully my skills increase as I do more.

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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.
1 reply and 1 image omitted. Click here to view.
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>>753587
Meshroom + Camera, it will take a bit longer but you'll get much better results.
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>>753617
>>753647
Thanks guys, i've been making some test runs with this method and been having some nice results just got to tweak some of my steps so it works perfectly this will work for what i want to do.
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>>753587
>photogrammetry to 3D print
That's not all that easy to get good results from.
Particularly if you're trying to get small details off existing miniatures. (for that you need photography skills, an expensive DSLR camera, an even more expensive lens and dealing with Meshroom/3DF Zephyr/etc)
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>>753587
I use Metashape PE and a Leica S3 at work
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>>754203
>Leica S3

Sounds like a dream. What do you make models of?

It looks very realistic and better than the newer movies.
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>>754133
>>754134
In this clip around the 2:25 mark you can catch a bit of how the final assault of the 2nd deathstar was made.
Towards the end you can see a behind the scenes of the final explosion as they exit the tunnel.
https://www.youtube.com/watch?v=cfcI_SVTGVA&list=PLT7nIRvn2o76aWg4CoARKEiNiqgnQIzPU&index=17

And here's some pre-production shots of how it's planned out before shooting the special effects.
https://www.youtube.com/watch?v=QrxEuqyNvHM
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>>754133
>>754134
Typical dumbass Millennial comment
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>>752626
>>752945
Phil Tippett is a pioneer. For SST bug CG it was all in matching the lighting of the maquette's he'd bring to the sets and replicating it
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>>754133
>>754134
How come even modern CGI doesn't look as realistic as this?
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>>754336
Can't beat real objects getting hit by real light.
Having space scenes also helps. Natural sets are a pain in miniatures. Same goes for scenes with water or fire, unless you go really up in scale.


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