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File: R50801.JPG.jpg (54 KB, 640x480)
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Is blender 2.90 good to make pic related or should I use 2.79 instead?
1 reply omitted. Click here to view.
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>>805255
Holy shit are you one of those lost souls who refused to learn 2.8?
>>
Doesn't matter what you use. If you know what options to check/uncheck then you could do the same in any modern renderer.
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>>805255
I hope to fucking God this is bait
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>>805255
You could use Wings3D to make that if it's all baked/emissive textures.

You should learn 2.8x (so 2.9 and beyond obv) if you can, the only thing 2.79 has going for it is that it runs on very old hardware (like shitty laptops) and/or has a workflow you may already be using as part of your production.
Like that russian guy that makes incredible tabletop stuff using 2.79
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>>805289
>You could use Wings3D
You could also crush your balls with a large rock

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How important is compositing to your workflow?
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>>804954
Used to use Photoshop. Anyone that says Gimp or Affinity is a comparable alternative probably huffs glue. Don't even attempt to do compositing if you can't do a non-destructive workflow. Gimp and Affinity don't have adjustment layers, so they're automatically worthless.

But, may allah forgive me for this, I've taken to using Blender's compositor since I can send frames directly into it and have animation frames pop out finished. I've been thinking of switching to AE or Nuke, but I can't really find a good opportunity (as in non-big projects that I can afford to try out new workflows) or real reason to (read:laziness).

As for outputs, once again I ask forgiveness, but I go straight up jpg. If I'm outputting final frames straight from the compositor, don't need anything else. Hell, even when I was fucking around in Photoshop, most I'd bring into it for comp is a Tiff. As long as you know how far you can push something, you're good. Then again, I came from a photography background, so I've got experience with how far you can push shit.
>>
>>805090
>Anyone that says Gimp or Affinity is a comparable alternative probably huffs glue. Don't even attempt to do compositing if you can't do a non-destructive workflow. Gimp and Affinity don't have adjustment layers, so they're automatically worthless.

not only does affinity have adjustment layers but it has opencolorio
>>
>>805115
Last time I tried it they didn't. Or maybe they did but it wasn't as capable as PS. I remember something pants on the head retarded that wasn't possible in it though, like you could make a fucking circle selection.
Affinity is trash hands down.
Fucking Photopia is more capable than that shit, and it runs in a fucking browser.
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>>805240
*you couldn't make a circle selection
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>>805242
>a circle selection
You certainly can. When did you try Affinity?

File: j4bE4RC.png (111 KB, 811x678)
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Let's have a thread for discussing modeling VRchat avatars, worlds and assets.

>https://docs.vrchat.com/docs/avatars#
>https://docs.vrchat.com/docs/creating-your-first-avatar
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>>804418
Will look into that, thx anon
>>
File: vrchatavatar.png (374 KB, 1270x695)
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Here is an avatar I made from scratch.
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>>790604
Has not happened to me yet. probably jinxing myself tho.
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yo i just saw some posts about this vrchat.readyplayer.me site. it seems to be a new avatar creator. seems decent
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>>804732
I want to deepthroat her.

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how to retopo efficiently in blender? are there any plugins that are as good as maya's retopo tools? i want to retopo as fast as possible.
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>>805237
I don't think you need much intelligence to make 3d trannies either.
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>>805238
I agree, that's why I don't waste my time on them either
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>>804640
>Don't Do Your Own Concept Art as a 3D Artist
How the fuck are you supposed to create your own original shit then? You just end up making someone else's thing instead. This advice would only be useful for retards wanting to slave away as part of some industry.
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>>805296
>This advice would only be useful for retards wanting to slave away as part of some industry.

yes that's the topic of the video retard
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>>805226
This is some wagie cope if I've ever seen one.

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will metahuman mark the beginning of an era full of (actually good) coomer games?
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>>805102
No. The amount of work that goes into making a good erotic videgame encompass many hurdles beyond merely having access to a quality character model.

I predict you'll have a sea of coomer games with metahumans where the naughty parts the artist had to add for themselves
looks all wonky and the animation/sound/controllers etc stands in stark contrast to the quality of what the professional artwork asset provide by epic.

The complexity of bending a full fledged game engine like unreal to do your bidding is magnitudes more complicated than rendering daz porn.
You'll need a lot of hard to obtain skills to pull it off (know scripting, fair bit of mathematics, able to make non autistic animation of people touching one another)
Coomers by nature aren't the types to evolve real skills.
>>
>>805102
No, facial expression is like 1% of the actual coom games.
>>
for coomers metahumans will be far from plug and play.
for normal applications you can have a full character that you might manually add clothes and hair to and it will (probably) be ready to go with minimal (small amount of hours) effort.
thanks to control rig integration you now have a functioning character that even has a pipeline for facial mocap and body mocap ready and you can also clean that up right within the engine.
to have it coomer ready youd have to modify the model yourself and then modify the control rig, so at that point it will be back to daz for 95% of them. after learning all thats necessary you might as well start using those skills for a real job.
>>
I don't like this at all. It's a step deeper into the uncanny valley.
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>>805107
>Coomers by nature aren't the types to evolve real skills.
Which means there's a great market opportunity for those who can do it.

File: .....png (1.12 MB, 1623x1145)
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How do I collaborate with others without them stealing my ideas.
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>>
Nobody needs another Facebook
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>>803603
yes
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>>803052
You can't
>>803214
>Displaying your ideas for randos across the world to see
Guaranteed to get your shit stolen
>>
>>803052
Only possible when working in a studio environment
>>
>>803052
If you actually have a really robust character or world with uniquely identifiable shit going on, then you need to demonstrate you had the idea first via documentation.
Whether that means a bunch of Deviant Art posts, a bunch of written shit somewhere, some actual attempts to copyright things, or whatever.
There has to be some kind of thing you've published (or self published) that can be pointed to that demonstrates you made that thing first.

If all you have are vague ideas then there's probably nothing to copyright. Game mechanics can't be copyrighted either (although Sony incredibly managed to copyright loading screen mini-games but that became the sort of cautionary tale / exception for the courts), nor can natural phenomena, nor can math formulas (hence why no one owns the path finding algorithm 99% of games use).

Or, to put it yet another way, if your idea is "An italian kinda guy and he's like a plumber, he wears red overalls and he falls down a drain into a magic kingdom where he has to defeat a lizard/turtle guy that got flushed down the drain years ago."
You can't copyright that; but you can copyright your drawing of Murry-O and your short story about the Bolete Principality and your drawings of what that place looks like and who lives in it.

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Can you do this in Blender? It was made with ZBrush, Maya and Marvelous Designer.
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>>803572
yes https://www.youtube.com/watch?v=sbtZ39hm_WU
>>
>>805043
>you can sculpt anything
>sculpts a nigga nobody likes
>>
>>805068
>can't-sculpt butthurt comment #9001
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>>805080
POC detected
>>
>>8050 Cool! How did he sculpt that space monkey so well??

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Anyone try motion capture suits? I bought the neuron perceptors today, the 32 node one. Other people have good results with it, but i just wanted to see if anyone has anything bad to say about it

already tested my room for magnetism, seems to be right in the sweet spot.
>>
>>804924
I find that it doesn't track that well for faster movements, like running and jumping. I got the Gen 1 which wasn't that great, I'm not sure what the newer ones are like. LMK what it's like on your end.
>>
learn motion builder, everything else will just let you down.

Spend some effort on acting that will have a big impact on the quality of your motion. If you do not have any formal training in acting, consider getting a performer who does. I found actors who had theatre experience and were serious about it created motion that read better in a neuron than other actors. However any formal acting training is better than no formal acting training.
>>
>>804924
I have the first version of that suit and while it was decent, it was a pain when there is a lot of magnetism in your work space. I use Vive Trackers now and it's so much better. Don't have to recalibrate every time I get near a magnet and I can actually do things like jump, duck, and lay down unlike the PN suit.

I feel I wasted $1,500 for the suit and would sell it for $300 or so if I could get someone to commit to the sale.
>>
>>805046
I had stunt training and was an extra in over 100 low budget productions. Does that count?

File: 1600286676355.png (1.16 MB, 911x1003)
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The absolute state of Dazlets.
2 replies and 1 image omitted. Click here to view.
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>>805163
damn that nigga looks good desu
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>>805163
is that nigger the cucked one?
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>>805206
when was the last time you saw a married african american individual?
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>>805070
Kek.
>>
Damn you got me

File: classic shitstation.jpg (227 KB, 1024x768)
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Let's have a competition.
Who has the worst shitstation to work on?
I'm pretty comfy with

cpu: 5820k
gpu: 2080
ram: 32 gb

I know some of you work on 10 year old laptops, really interested how far out some anons are.
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>>804173

I mainly work in Houdini, Cinema 4D, AE and Blender so I have to have a pretty powerful workstation:

RTX 3080, i7 8700K, 64GB RAM, 1TB N.vme SSD + 10TB of HDD/SSD's
>>
File: hqdefault (1).jpg (11 KB, 480x360)
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CPU: AMD-FX 8800P
GPU: GT1030
RAM: 8GB
>>
>>804173
Dell latitude e6400
Cpu intel core duo
Gpu intel gma4500mhd
Ram 4gb
>>
>>804173
i5 4690k oc 4.5
gtx 970
16 gb ram
couple ssds

I had one of the new rtx cards to play cyberpunk with but sold it. what a joke. RTX reflections is nice though
>>
>>805262
1440p 144hz gysnc monitor asus to go with it. it's nice. I need a new gpu to get gsync going again though

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I'm thinking about selling some 3D stuff. How much do you guys think this model is worth for example? Is it worth anything?
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>>804582
I wouldent even download this for free, mesh looks very armature and full of topology/normal issues, I dont see a baked normal, Its not PBR & its defiantly not SUBD - considering these things its likely that its not properly unwrapped either...
also good luck holding that knife, unless its half a meter long i dont think i could fit my fingers though those holes in the middle
>>
>>804598
Exactly what this guy said, the mesh is pretty much useless and the textures look bad.
>>
>>804624
well, how can I improve the mesh and the textures?
>>
>>804582
Don't bother unless you make highly specialized models or you are incredibly skilled

Selling models is like selling porn, there's always better stuff available for free
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>>804582
take out the knife decal. looks to personalized and to a reg consumer a pain in the ass to take out. I'd buy it for $2

File: godot screenshot.png (1.23 MB, 1027x633)
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I made this render with godot.
pls rate.

:D
>>
>>804866
pretty cool mate. That floor makes me think of Quake 2. Nostalgia.
>>
>>804866
> now try using more than 8 lights

File: Capture.png (105 KB, 588x874)
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I've been working on this body for 3 hours. Do most people just sculpt and retopo their models?
28 replies omitted. Click here to view.
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>>805189
Sculpt the details after subdividing and bake it onto the lower res model fucking retard!
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>>805190
this approach works only for hardsurface
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>>804635
That looks excellent OP. I'd be very proud of something like that. Feet too small and narrow though.
>>
File: Capture.png (150 KB, 349x852)
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>>804635
you keep practicing
>>
>>805190
or i could just sculpt it in the first place like a sane person. sculpt+retopo is way faster and more convenient than boxmodel+sculpt. you have not shown any benefits of your goofy mid-2000s workflow. again, i am not trying to recreate old videogames, so why would i copy their methods?

File: scene.jpg (903 KB, 1185x1920)
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Try to model pic related in 30 minutes

Timer: https://www.youtube.com/watch?v=kxGWsHYITAw
>>
File: 20minutes.png (133 KB, 490x784)
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>30 mins to model
>sets timer to 20 mins
>>
I'd rather not

File: 1562329148335.jpg (1.22 MB, 1920x1080)
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Examples
Questions
Tips
Links
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>>804923
>But usually a CG artist is specialized in one or two.

In my country ur supposed to do all 10 and also suck the boss's cock, truly a wonderful place to work.
>>
Low poly thread on /v/ if you want to help some anons out
>>>/v/545726040
>>
>>804362
10/10
>>
>low poly + flat textures + realistic lighting
absolute cancer
>>
>>804761
>(tho i do think it looks cool when artists really try and make it genuine)
I don't. Looked like crap then, looks like crap now.




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