[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Search] [Mobile] [Home]
Settings Mobile Home
/3/ - 3DCG

4chan Pass users can bypass this verification. [Learn More] [Login]
  • Please read the Rules and FAQ before posting.

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]

Janitor applications are now closed. Thanks to everyone who applied.

[Catalog] [Archive]

File: 1581429787362.png (606 KB, 1468x693)
606 KB
606 KB PNG
What's the most modern / optimal for hard surface:
>sculpting with trim brushes and then retopoing
>weird ngon modelling with booleans and bevels with hard ops
>doing classic quad subD modelling but having a hard time getting forms like the organic mesh on the right

combination style like Vitaly Bulgaro. No reason to limit yourself.
Depends what you do.
Anything semy organic and thick will be better sculpted, but the more defined and hard the angles the more reason to use polymodeling with bigger control.
Cedric uses both, if you watch any of his videos he makes rough sketches, polymodels some parts and sculpts up other.
How do those limbs ever bend?
File: nanomachines.jpg (30 KB, 600x502)
30 KB

File: 1592648199987.png (56 KB, 1138x773)
56 KB
any 3danon know where i can find a good tutorial for rigging a bow and arrow in maya?
8 replies and 2 images omitted. Click here to view.
File: bow.jpg (190 KB, 1920x972)
190 KB
190 KB JPG
This might help as well; The way the arms are bending with the IK is through rotation not translation. I recall trying with translation but it required movement in 2 axes, so i used a single rotation channel instead. The pivot point for the IK control shape is offset to an arbitrary point that gave the limbs a nice bend shape. The control shape for the string/draw drives the rotation value for those IK control shapes.
File: 1598557343951.gif (1.17 MB, 500x400)
1.17 MB
1.17 MB GIF
Appreciate this, I was going to rig a bow sometime soon for a game prototype and was looking for something far beyond basic bitch morph target BS. This info is a great starting point.
Thank you anon, ill keep this in mind when finishing the set up, using a single rotation channel is good advice.
did u find one
i found this one
but i ended using this anon instructions
while using some set driven keys to make it sort of user friendly but, to be honest i'm not happy with it, i need to keep practicing my rigging more.

File: withered.jpg (99 KB, 512x513)
99 KB
>Be me
>Want to make games
>Have tons of ideas
>Spend years learning 3d modeling
>Improve 3d modeling skills dramatically
>Be all out of ideas
18 replies omitted. Click here to view.
There's no point in having game ideas if you have to coax some autist into writing code for you
Picked the wrong discipline dude, art is pretty interchangeable
t. retard
My aesthetic has to be pimp, though.
File: sad.png (205 KB, 375x352)
205 KB
205 KB PNG
fuck me this hits home hard OP.
Now I feel bad too.

File: therewasanattempt.gif (881 KB, 328x328)
881 KB
881 KB GIF
what are you working on, anon?

previous: >>754492
87 replies and 25 images omitted. Click here to view.
>I see Blender get memed on a lot but do I really need to drop money for something like Maya or 3DS Max?
for learning 3d, no
for professional work, yes
>for professional work, yes
wagecucking isn't the only form of professional work
u do that?
File: 0001-0013_1.webm (369 KB, 1920x1080)
369 KB
Animating with just rotating bones is janky af, but I'm having difficulty rigging inverse kinematics with the segmented limbs.

File: 74583748q.jpg (108 KB, 1920x1080)
108 KB
108 KB JPG
Hey guys, I'm a film-student but not that great of an artist (drawing, painting and cartooning) are not my forte.

I need to make storyboards for class, and even for independent-projects.

Could someone please help me acquire Cine Tracer for Mac?

>inb4 a torrent or a direct-download that isn't Steam.
15 replies and 1 image omitted. Click here to view.
How the fuck is some shitty program with all of 3 scenes and like 10 props/character useful at all for storyboarding?
You'd be better off using something like SFM if you really wanted to go the ass backwards retard route. At least that has workshop support to get new scenes and characters and shit.

There's no way this shit is at all useful for storyboarding. You're limited to what it has and have to curb your imagination and creativity around its limited resources.
Why the fuck would you think anyone here would pirate this trash, let alone share it with some namefagging retard?
Just fucking draw something nigger. Who the fuck cares if it looks good or not if you're the only one looking at it. It's just gotta be enough to jog your memory and keep you on track.
File: 1118668.entity.jpg (39 KB, 480x450)
39 KB
I am shocked cinetracer even got funds from this weird grant thing.
It's a simplistic piece of software that this Chinaman outsources to even lesser sweatshop workers to code.

I thought of making a clone as my MSc thesis project but then realized it wouldn't even be worth a BSc thesis. Might cut it as a module project work.

I don't get it.
This. OP, learn to draw just enough to remind yourself of what's going on in every shot. If still you aren't comfortable, use a tool like Storyboarder (https://wonderunit.com/storyboarder/), which has presets for quickly filling up a scene. There are also paid, expensive solutions that you can find for yourself, if you don't already know about them.
File: Nvidia-Gaugan-AI.jpg (199 KB, 1920x1080)
199 KB
199 KB JPG
Not that anon, but to add to this, look into AI/Neural Network painting solutions like Gauguin or whatever it's called.
It'll let you MS Paint tier a scene and turn it into a photo pretty much instantly. I feel like something like that would be immeasurably more useful than something limiting like Cinetracer. Since you've got your imagination on your side.
I don't know if it supports people, but I'm sure there's ones that do, but if not, it's not hard to photoshop in some stock people. All that really matters is the general feel/composition and whether or not it can keep you on track. Not if it looks like the final product 1:1.
Still I'd look into them as a solid jumping off point.
Use a pencil and paper, print out some storyboard layouts, just like they used before computers.
You don't need a fancy program just to make some scene scribbles.

Questions thread.
313 replies and 54 images omitted. Click here to view.
Does anyone know how to change password in cgpeers? In Edit profile theres no option for that. Any idea?
idk what id "call" it but it is a very "optimized" uv.
i get it. dumb shit like this happens to me all the time.
Can you draw new joints and see them? Joints have a display mode buried in their attributes, and one of the options is "none". It hides the bone in a way different than normal hiding or masking.
what is the Photoshop of 3d graphics?
What's going on everyone! I'm just curious -- any freelancers here? I'm coming from 2d media, and I've always wondered how free lancing works for 3D. 3d turns me on a lot, i've always just done ink+water color for clients. I just can't imagine doing small projects for clients in 3d because it seems like it would take forever and not be sustainable.

Stay well everyone.

File: x.jpg (728 KB, 1514x1306)
728 KB
728 KB JPG
long time no manual topology puzzle thread
how do you go about solving this problem?

first image is base, second is 2xTesselation by smoothing groups (colorcoded in 3rd pic),
4th image shows the pinching problem.
what do?
3 replies and 1 image omitted. Click here to view.
File: z.jpg (183 KB, 1542x1282)
183 KB
183 KB JPG
tried this, makes literally no difference
I'm devastated...
File: y.jpg (48 KB, 771x641)
48 KB
You get pinching because the surrounding edgeloops are really close to the support edge loop. The more that edges are close to each other, the stronger they are gonna pinch. On your smooth preview you can see how many edge loops are in that small little space. Also keep your topology spread even, add keep your quads looking uniform
You sure you don't have duplicate vertices? Looks more like that than subdiv pinching.
that topo is awful bro
always strive to keep the quads as close in size as possible

File: Cinema-4D-vs-Maya.jpg (19 KB, 612x290)
19 KB
Sup fags.

C4d vs maya when it comes to hardsurface modelling the difference is huge or for simple product design I can stay in c4d?

Hail Hitler
neither. Model in blender

Hello /3/, the virtual football cup featuring 4chan boards will happen in about a month, we’ve been out of it since mid-2019, should we return?

>What is it
The cup is an inter-board competition on PES on AI vs AI. There are four events a year divided in two tiers, the lowest happening in Spring and Autumn and the highest happening in Winter and Summer [spoiler]these tiers are mainly for LARPing purposes since the whole thing is a RNGfest[/spoiler]. A big part of the cup being the modding we can impose on PES to make players actually look like the memes they’re representing.

Some of you might know /3/’s history in the cup which had a few highs and many, many lows, we competed from 2012 to 2015 then dropped out, then came back in 2018, only to drop out again in 2019. The reason we dropped out in 2019 was because the new PES installment of the time wiped out all our 3D aesthetics and thus the board wasn’t interested in participating anymore. The good news is, that has now been solved and shouldn’t be a problem again going forward.

To have the right to compete, we have to prove that there’s board interest, so should the team come back to the cup? Vote here:


If you’re interested and have suggestions for the team (roster, music, visuals, misc) feel free to post them here.

More info:

Comment too long. Click here to view the full text.
3 replies and 2 images omitted. Click here to view.
Holy fuck I died laughing looking at those models, do you have more lineups from previous years?
File: 3_spring18.png (3.25 MB, 2000x1687)
3.25 MB
3.25 MB PNG
I only have those from the 2018-2019 era, this is from when the team was revived

I also forgot to link the match archive where you can watch /3/'s old matches

File: 3_autumn18 squad.png (3.41 MB, 2000x1688)
3.41 MB
3.41 MB PNG
And autumn 2018

Unfortunately, Dorf didn't get to play a single time in those two cups
Winter cup was kino, but losing to /gd/ was just sad, still /3/ should return
File: Lewd Teapot.png (3.32 MB, 1920x1080)
3.32 MB
3.32 MB PNG
I'll sign up the team for friendlies matches that are happening right now, there will be one match, maybe two next week while the cup administration evaluates interest

Here's the lineup that will play

Utah Teapot
Jiggle Physics
Low Poly
No YOUR Program Sucks
It's Stylized Bro
It's Shit
3DSMax Has Stopped Working
Muh Maya
Quads Only

Comment too long. Click here to view the full text.

File: catmull.png (123 KB, 800x1157)
123 KB
123 KB PNG
I am probably asking something that has already been asked in the past. Because I am pretty sure I am not the first person to wonder just how much math and/or coding an animator needs to know. Some of the animators I follow on twitter have made some rather AAA-looking animations, and all of them claim to do their work knowing only high school tier math. Of course, maybe they only say so in order to gatekeep. I am just a Zbrush fag who never has touched Maya. But, so to plan ahead, should I invest time in learning math?
9 replies omitted. Click here to view.
Only math I ever use in 3d is calculating how much "free time" I have when I hit render on an animation.
>it's always days ;_;
Wow, thanks bro, yours is a top-tier post
> I've never done any rendering other than using Zbrush's rendering master, do renderers need to know advanced math and the like?
For Artist absolute none, zero, nada
use eevee

File: botman.gif (892 KB, 338x395)
892 KB
892 KB GIF
anyone here into 3D printing?
what do you print?
Shitty little tanks and figures
Dildos and butt plugs. I normally sell them to Maya users since they like getting screwed.

I use Maya too, though.
Mosin Clips for a friend since he'd have to pay like 12€ for a single metal one and printing is faster, cheaper and easier.
Also planning on printing Designs and making leather patches from that, maybe open a little Shop or smth idk yet

File: 21.png (198 KB, 419x591)
198 KB
198 KB PNG
This entire section of Jean's is clipping central.
I've spent 2 hours of trying to fix it.
Should i just bite the damn bullet and cut up the actual torso into 2 parts and then hide the legs? Because i ain't seeing many other options
9 replies omitted. Click here to view.
just delta mush it
Is there actual mesh under the jeans? Like legs and all? In that case unparent the jeans and do the weight painting for the legs and then copy over the skin weights to the jeans afterward.
Isn't that what professional studios do though? Make nude models then cloth and rig them like what OP is doing?

I know they do something similar when doing the skeletal and muscular systems of a model sometimes.
File: Bo_Peep.png (106 KB, 244x408)
106 KB
106 KB PNG
it depends on what you're doing. bo peep has ankles in toystory one but no pelvis. They didnt bother to model/envelope/rig/animate it because you never see it. You might, for the sake of some kind of artistic integrity, model the legs for some character that wears pants that some how both hide and show anatomy? Like tight jeans that also had lots of folds. Just so the parts that contour to the legs are authentic, but that's just make work. bo peep's skeleton probably had a pelvis and leg bones so her ankle moved around authentically, but it wouldn't be very elaborate.
When youre a hobbyist, and especially when youre on 4chan, you're going to be pressured to do the extra "hard work", but a Professional is going to employ every labor saving tactic available and cut as many corners as he can.
I usually just have a shapekey so I can push in parts for the really troublesome situations. Clipping occurs mostly when the tricount of the body and clothing differ too greatly.

File: hqdefault.jpg (40 KB, 480x360)
40 KB
Especially not in shoe tutorials
11 replies and 3 images omitted. Click here to view.

I've made shoes before, the laces look a lot better hidden. I hide the knot on the shoes I wear too
I thought that people were wearing lace shoes because the knot is cool.
knot or not?
I knew this would happen.
Why didn't you stop it

thank you nvoidia public relations, very cool
Thanks I love nvidia I will buy one Nvidia 3080 for each member.of my family! It's such a great deal I'm sure my wife and kids will love it!
Maybe I'll even get one for my dad! He can enjoy skyrim again!
Assuming you can get one.

File: topology.png (310 KB, 871x673)
310 KB
310 KB PNG
I always hear how important good topology is, how you need perfect loops, etc. But any actual game model that I have analyze has messy topology.

Just look at pic related, where are the loops in this shit? Anyone would define it as unriggable, yet it is a in game model that it's animated. Only places where topology is always good are faces. Is there something I'm missing or is it all a big lie spread around to gatekeep?
31 replies and 4 images omitted. Click here to view.
Making seams isn;t rocket science. Give me any mesh, any texture, and i'll unwrap accordingly. Funny how that works? I don't assume some colored haired lesbian will do the texture work around my models, I can unwrap to fit anything. It's not like it's hard.
Just PTex it bro :^)

But seriously, this isn't even all that different than anything else. You might have to put the seams in slightly different places than usual, but it won't matter when you bring it into something like SP that lets you paint across islands.
uv mapping is never an issue in 2020
It is, if you are a Blendlet who uses vanilla Blender without any addons.
not everything is about blender

Delete Post: [File Only] Style:
[1] [2] [3] [4] [5] [6] [7] [8] [9] [10]
[1] [2] [3] [4] [5] [6] [7] [8] [9] [10]
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.