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>mfw getting absolutely obliterated trying to do a decent groom
jesus christ, is this actually the biggest skill check in /3/
>>
What software are you using?
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>>947140
i've used xgen in the past, now houdini.
it's definitely a skill issue because i do this like twice a year. always struggle getting a feel for the way guides interpolate. i think i'm going to break the groom into sections to stop fucky interpolation stuff happening.
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>>947163
use blender 3.5.1

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Substance Painter UV Map looks crunchy this is not normal. I am revisiting substance painter and I exported my model into substance painter the body model is fine on the UV map but the head looks crunchy I even increase the polygon count so it wouldn't do this but it continues to do this. I am still a noob at this. Thanks in advance Anons If anyone knows how to use substance painter I'm also using 2021 version. I've made Textures in the past and they did not turn out this way so I somewhat know what I'm doing...
>>
maybe you should stop? nobody needs your Instagram posts of "ironically really shitty" models dancing with free-download skeletal animations to niggermusic

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I'm trying to create wallpaper textures for my modular walls.
But look, the wave texture doesn't show up on these adjacent wall face :(
How can I fix this?
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>>947127
>>947131
If I use UV mapping it looks stretched out and terrible :L
>>
https://www.youtube.com/watch?v=ePHWfJ3I4s0&ab_channel=DefaultCube
OMGGGG DEFAULT CUBE JUST UPLOADED A VIDEO USING MY PROBLEM JUST 2 WEEKS AGO!I UNDERSTAND NOW THANK YOU ANONS
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>>947134
>What does Triplanar node groups mean?
I just mean to find a node group online that handles triplanar mapping, so you can just plug things in. It doesn't have to be a node group, just grouping a bunch of nodes makes things a bit cleaner.
https://blenderartists.org/t/triplanar-node-blender-2-81/1206622/22?
Something like this.

>If I use UV mapping it looks stretched out and terrible :L
Sounds like you're unwrapping it wrong.
You shouldn't have any issues if it's done correctly. In fact, I'd rec commend using UVs especially if you're making things that snap together so you can precisely control where the seams are on different objects to make them look seamless. You'd change the amount of stripes by adjusting the scale of the waves texture, just like before.
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>>947156
Ok I get it anon. I have two questions.
The part where the UV islands go out of the UV space that's fine when you're procedurally texturing stuff because it sort of tiles after 0-1 space. But when I want to bake the maps I have to scale them down or resize them to fit in the 0-1 space, yes?
Second question, is it worth getting substance painter/designer over blender's procedural node editor? Is substance designer a lot more tedious than blender's node editor or is stuff like this resolved easier in substance designer?
>>
>>947160
Yeah I guess going out of the UV space would be bad if you're baking it. If that's the case, just scale it down to fit in the UV space, and then scale the other UVs for other objects to match the same scale for the pattern.

>is it worth getting substance painter/designer over blender's procedural node editor?
I use both honestly. To me it really depends on how much time and in-depth a texturing job I want to do on an asset. A main hero asset I'll give it a solid working in SP, but for background assets and stuff I'm perfectly fine using Blender's nodes. I wouldn't call SP tedious, it's a bit like using Photoshop with the layers, and it's simple to pick up and learn imo. If you can, I'd use both, but if you're doing a lot of baking, SP is the way to go for sure. Baking in Blender is a lesson in patience.

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Why should i spend 2 weeks making a great looking 3d model instead of just spending 2 hours making a horrible looking 3d model?

Do the maths, its literally the same.
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>>944804
Don't sign your posts.
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I am at the same state and will try. Ganbatte anon.
>>944865
this made me laugh anon, thank you
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>>944804
Yes, you can download all that crap for free too.
Maricon.
>>
>>943320
2 * 7 * 24 * 3600 = 1209600

2 * 3600 = 7200

I did the math genius. Now what?
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>>946854
See? its the same.

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"I just started a week ago and I'm trying to model my first character. I did the hair with strand-based hair option. I tried adding a hair tie to a ponytail, but failed. Any idea how I'm supposed to add a hair tie? Is there any tutorial for making assets and props in Daz3d Studio? Or do I have to outsource this stuff to Blender or anything similar? Why does the rendering take so long? 2 minutes for just the head of my character. Am I doing something fundamentally wrong, like using too much resources for the hair? Thanks in advance.
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>>945509
>I tried adding a hair tie to a ponytail

in daz ? you can't or it will be very tricky, try to find the hair cut you want in the huge daz library

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i need critique pls i made this as a bday gift for my gf. i know the skyline isnt accurate :(
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>>947105
It looks nice. There could be some fog in front of the buildings to cover up some of the 3d aspects.
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>>947105
>for my gf.
Stop larping.
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>>947120
gotcha thanks!
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>>947121
my bad og
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update!

What pipeline do you follow while making modular walls?
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>>947093
the only proper solution is to use a custom houdini node setup that allows you to drag and drop doors, balconies etc.

but you're not the single freak kid from your elementary school that got to skip a grade beside never doing homework, so please don't even look into it.
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>>947118
Name three things you've accomplished in your life.
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>>947103
>what made you do this?
Things kept being misaligned and I needed new sections I hadn't thought of that required it. I also needed partial versions of other tiles to interface with the edges of hand made rooms
Also how did you figure out seamless textures?
I hit "automatic mapping" and utilized meditation and spirituality to simply accept the results and live the rest of my life.
>>
>>947133
>how did you figure out seamless textures?
what program?
https://www.youtube.com/playlist?list=PLBi3xvwvY3dk09fNSd7jrnEscXS_6_1p2
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>>947136
it's just maya's auto mapping which just projects faces from 6 cardinal directions and lays them out. They are not optimized, but for architecture they accidentally make adequate UVs.
Similarly for characters I use zBrush's UVMaster and also just accept the results. Ive done enough "real" UV mapping to not want to do it anymore.

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TOM AND JERRY
https://www.youtube.com/watch?v=DkQ2JHB5cZY
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>>947116
>https://www.youtube.com/watch?v=DkQ2JHB5cZY

What is this??

Also, what software?
>>
It's as if he learned about old 3D animation entirely through memes. 0/10 COMPLETELY DEVOID OF SOVL.

A thread dedicated to CAD, the chad's choice and the working man's choice in 3D production.

What projects have you been working on lately? What kind of work do you do?

>FreeCAD
https://www.freecadweb.org/

>Rhinoceros
https://www.rhino3d.com/

>Moi3D
https://moi3d.com/index.htm

>Tutorials and Guidebooks
https://www.youtube.com/playlist?list=PLxt9ZAGPLIpdn6CH2IbsNRYDlikLucxVe

Comment too long. Click here to view the full text.
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I am retarded, can anyone point me in the right direction? Im trying to understand how to model curtain walls in solidworks without prior 3d software experience. Playing around with weldments but it seems that im not approaching this thing right. What im trying to achieve for starters is a model with all correct lenghts and machinings for each profile
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>>945883
Not sure that your data is private on a non-commercial account. Otherwise, probably fine.
>>
>>946240
Unless there's some more specialized solition I'm not aware of, using weldments is certainly the correct approach. Use corner settings and trim/extend tool to join all the profiles properly (though it might be a bit of a pain with complex profiles like yours), then you can generate weldments table that would list all the pieces and their lengths you will need. Non-weldment parts can also be included, but they won't have their dimensions automatically filled.
Very convenient to make a numbered part list and an assembly drawing with all the parts numbered. Dont forget to put numbers on the actual physical parts after you cut them and you can basically turn your brain off for assembly.
>>
Should I power through the autism that is FreeCAD to make enclosures and basic 3D printable parts? I've made a few but I'm not very good at it (they were simple cuboid enclosures so they work well enough)
I am an EE by trade so enclosures are only meant to hide the electronics inside
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>>914042
>>good enough for entertainment :)))))
>Kill yourself, all 3D art should be mathematically perfect and use real curves. go ahead and tell me otherwise jewish wagecuck nigger. keep making your hard-edged fake bullshit for daddy's sheckles.

Alias sucks.It's user interface is GARBAGE! I wouldn't use it unless you have to (like for automotive work).

>WHOA LOOK ITS A GUN
>ITS A GUN LMAO
>LOOK HOW I ANIMATE THE HANDS ""STYLISHLY"" WAGGLING AND SPINNING IT LIKE I DO WITH MY ASS AND DILDOS
>SPEAKING OF SHOVING OBJECTS UP THE ASS - LOOK HOW I CAN ANIMATE INSERTING THE MAGAZINE
>OOOOOOOMF, IM RELOOADIIIIIIN!!!!!! AAAAAAGHHHH!!
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>>946842
>and animating tentacles is hard skill.
i mean, not really
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>>946849
i always heard that tentacle movements are some sort of an animators' nightmare when they're actually moving and doing stuff and are not just some floating in the air accessory
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>>946850
its just tubes and this was literally just first person around the barrel of a gun. They hardly did anything. Stop defending this guy.
>>
>>946850
That's because they are. it's always kinda hard to get the right follow-through with them to make them feel right., especially making them feel sticky
>>
>>943907
you sound butthurt, like in a gay way

Is there any decent free CAD software out there? Stuff like FreeCAD is janky as hell and feature-poor, and Fusion 360 is nice but the free version only lets you save 10 files at a time and you can't use it commercially
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>>
>>945548
Don't know. One of the worries about cloud apps is not knowing what's crawling over your work without your knowledge.

If your work is noticeably unique and generates enough sales then it's entirely possible they could go after you though not sure how likely it is they would bother with a one man band. Autodesk are notoriously agressive at chasing down "improper" licensing.
>>
>>945553
"Fusion 360 can work offline but must connect to the internet every two weeks to validate the license, push updates, and sync data."
For community edition i dont know how saving is altered
>>
Currently learning Onshape for non-commercial. All of your designs will be public and its a web app that requires an internet connection; those are the two major downsides.

Solidworks now has a Maker's edition for 100/year. Also cloud software.

Sadly, not many options. I'd still rather deal the restrictions than use the dumpster fire that is FreeCAD, though.
>>
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>>945493
Anyone know where can I fetch a pirate version of Inventor? The torrents I've found are infected with a virus.

>I'd still rather deal the restrictions than use the dumpster fire that is FreeCAD, though.
Same. I really wanted it to work but it doesn't even have automatic constraints.

>>945532
Does it let you edit parameters, and does it update the model accordingly if you modify the parameters? That's the coolest part of Fusion, pity they went full jew.
>>
>>945493
Should I power through the autism that is FreeCAD to make enclosures and basic 3D printable parts? I've made a few but I'm not very good at it
I am an EE by trade so enclosures are only meant to hide the electronics inside

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This is 150 million 3D AAA next gen videogame.
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>>935034
He's so cute.
>>
>>934723
I don't know
>>
>>934736
As an [spoiler]environmentalist[/spoiler] this really does make me salty.

>>934840
I have an SJW friend who one day out-of-the-blue tells me "Incels are complaining about Tifa's boobs but they only look smaller because she is wearing a sports bra". Later on this article comes out. I point this out to her, noting how silly it is that these "ethics" departments don't go after real unethical shit like season pass DLC. She then insisted that "her boobs aren't smaller". These people literally live in an alternate version of reality from the rest of us.
>>
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>>946996
>I have an SJW friend
>These people literally live in an alternate version of reality from the rest of us.

How and why do they get like this??
>>
>>947046
Its the universities/colleges, they brainwash your kids with this ideological extremism and sell it as "the good side"

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What's the point of learning any animation or using any tools when soon all you're gonna have to do is tweak AI parameters to generate exactly what you want?

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

The video even goes into how long it took to iterate this tech from the image generation technology, and I don't know if anyone here is familiar with how short of a time it took for that technology to improve, but it was staggeringly short.

The videos don't have any audio though, so there's that, but AI is already making insane leaps with auditory sound/voices aswell.

It's over.
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>>946788
I mean, is a tool.
but starting to see normies quickly mention AI art is showelware shit.
I assume is similar to people seeing the unity logo on crappy indie showelware.
Doesn't mean is correct.

My point is that normies are seeing garbage waifu AI spam art and it the novelty wears off.
>>
>>946789
Doesn't matter, the good stuff is revolutionary, whenever new technology or concepts take off, expect knock offs, and people jumping on trends, people who actually think ahead, have been expecting this technology to appear, around this time anyways, and if you know how to look even further in the future, what lies ahead, when fully unrestricted, is a tool that will benefit far more than hurt.
>>
>>946790
yeah, but like I said.
pajeets spaming their showelware AI art expect a quick buck for the village, has tainted this shit to me.
Honestly, I'm not a newfag, I've seen the limitations of current tech.

But what's the point of like doing something when 500 million pajeets can do it.

I do feel, at least to me, right now.
Would be to not use AI directly on my works, but more as reference and idea generation, and shit like automating task.

Because I started to noticed AI tends to default to the same generic compositions and shit, most of the time.

Dunno why, seems pausible the AI will default to averages, dunno.
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>>946790
>>946788
>and Jews.

Fool AI cuck.
>>
>>923736
So overblown and astroturfed

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https://www.blender.org/download/releases/3-5/

BLENDER 3.5

UPDATE NOW
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>>946894
And its only used for modelling.
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>>946889
Not sure what that has to do with my reply, but I'll try to answer anyway.
I'm pretty sure a lot of it (for the big studios anyway) they've got deeply ingrained workflows that have become so optimized that ripping it up from the root and changing to Blender would be such a colossal expense and undertaking that it's just not worth it, even if Blender was somehow better at the task (not hating, but I don't really think it is). That's of course one perspective on it. Another is simply that Blender isn't suited to large productions in the ways that they need it to be.
In a hypothetical situation; if Blender were 1 to 1 comparable to Max/Maya, all things were completely equal, established studios would still be using Max/Maya because of the workflow thing I mentioned but new studios and smaller ones would absolutely be using Blender because it's free and would save them money.
That's not really the world we live in though, and while I like Blender and use it, it's not cut out for the job on a scale like Pixar/Dreamworks or AAA game devs. It's the scrappy underdog, and that's perfectly fine.

I just wish the devs would get their head out of their ass and work on performance. That'd be a huge step in getting it to be better for productions. Blender in the 2.7x days had the edge, but now it's not only lost it but fell way behind its prime in terms of performance.
>>
>>946921
Who fucking cares if you just want to make anime girls of figurines or game assets rigged for mmd and vrchat blender is all you need. Screw the big studios people need to look at themselves as to why you wanna work for troons in an art style you despise kek. Blender is the go to for anything anime fuck triple AAA fuck disney for making the little mermaid bl4cked fuck ubisoft, they do not matter in this generation anymore. It’s all anime now and blender is in the forefront of it all.
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>>946974
>makes anime girls for vrchat
>calls other people troons
lmao
>>
>>946974
What does that have to do with his question though?
All he asked is why studios aren't using Blender, not why hobbyists use it to make anime girls. I gave him a reasonable and unbiased answer, in my opinion.
Sounds like you just wanted to complain about some nonsensical issue and used my response as a soapbox.

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Answer me just this one thing : is it better to keep cg as a hobby and do any other job? Ive worked real cg gigs before in games and it was horrible
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>>944295
You just answered your own question
>>
sounds like you never worked pro, otherwise why would you ask this board 90% filled of hobbyfags. Your mood is entirely dependent on two things the people and the project. If you can score a plus in both those categories then you got it made. One plus in either is livable. If both the people and the project suck, then you will wish you kept it as a hobby.


Side note you sound like a retard.
>>
>>944295
Maybe
>>
>>944295
Depends on how good you are at it. If you're intelligent, have good 3D skills and you're an artist, you can do it as a job. If you're some goober who doesn't have what it takes, quit 3D and find something that suits you.
>>
All depends on where you work at, if you do freelance that probably will be real pain in ass trying to be swiss knife man. I currently work in outsource studio and usually its just chilling working listening to music or anything else, I get task with specified requirements and just do my work, sometimes shit happens when client unsatisfied but mostly its OK, also WFH and almost no need to interact with other people is another huge plus, though depends ofc


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