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>become basic/ebin in blender
>can make basicshit/anything
ok where do I apply for a job? where/how can freelancers/industryfags even work? I'm dead serious; is there a tutorial of sorts when it comes to making portfolios, where to post them and how the "industry" as a whole works? I'm interested in 3D modelling for shits n giggles, but if there's profit to be made then I would prioritize it over other things in life and make some fucking bank (even if it's a 20 buck commission). for modeling itself I read the FAQ so all I need is practice.
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>How to into marketing
What you need to do is copy the Jews, it's literally that simple.
Shill shill shill shill.
Discord, Instagram, Twitter, DeviantArt, and if you're absolutely degenerately desperate, Tumblr.
Try to have some art read and have varied when you post and post links to your other socials. Keeping it varied will help get clicks on your links since someone will want to see what else you have.
Just be reasonable with the shilling though. Don't just beg people to see your work, post and share it instead. Self explanatory.
Hell maybe make nsfw work and post it separately while larping as someone else.
>"Hey I know you like my work but it's sfw but here is retards account I follow that posts really good nsfw work."

Good luck anon
shilling all over the place, got it. also following my alias is definitely better than being open about my NSFW alternative account as I originally thought as some employers definitely avoid associations with such people, thanks!
Houdini is great, but it's designed specificaly for procedural work, and its learning curve is extreme, fuck anyone who says otherwise. If you want to get good at it, you'll have to neglect other aspects of 3D to focus on it for a long time. OP is clearly a noob who wants to make models, Blender is a perfectly fine package for that

Good luck homie
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Where are the good tuts about proper BOX modelling?
I have seen a couple of good guides on edge extrusion modelling (grant warwick's and bulgarov's tutorials are great), but I haven't found anything on box modelling, except for tor fricks tutorials, which are kind of limited because he has a very narrow aproach that's really fast and practical but very limiting stylistically. Any other tutorials, videos or written guides on this approach to modelling?
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I think you might be looking for HardOps & Boxcutter, perhaps Hard Surface Modelling

Never heard of box modelling but I don't know a lot
Box modeling is basically hardsurface modeling.
It's more like a workflow where you start with a primitive as opposed to the workflow where you start with a face which faces you extrude.
U mean, like a primitive of a gun and just work from it? U can basically take any low poly shit and turn it into high detailed one then.

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Any feedback?
>inb4 auto smooth, I just wanted the polygonal look
Congrats, man.
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I also downloaded Blender last night and here's what I got after playing around for about an hour today.
That's looks sick. I see the mirror modifier so I'd like to offer a tip. If you need to quickly apply a mirror you can hit alt x and select the side you want overwritten. You can also select only portions of geometry to mirror. Then you can just hit m to merge by distance.

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Animator bros, I found an amazing course on body language.

pls bookmark it.
why are there pajeet motivational videos on a body language playlist
The linked videos are made by a pajeet. This is spam.

I'm not a pajeet.

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>this is literally how hundreds of thousands of blender users are being taught how to model
>this is the most popular blender instructor across the internet
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>He does not understand that a 6-sided pole is bad; in fact,
It's bad only if it looks bad. You can have a fifty-sided pole if looks good. And if the normals align naturally, it will look good.
op is a fag and doesnt know how to model.
While this may be true, in the context of a learning video, it should be pointed out that 6+ sided poles can result in poor subdivision, but the thought didn't even occur to him. As far as he's concerned, 6 sided poles are what you should aim for after using a boolean subtraction.
He also demonstrated in that video that he does not understand how to dissolve edges/verts. He instructed viewers to edge-slide them to the next edge then W>remove doubles. Big problem? No. Inefficient workflow practice? Yeah. If you learn too many of those, you'll be an inefficient artist.
This was unexpected and funny, thanks
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i just did this thing yesterday

Where can I pirate lots of great 3D models and Rigs to use for smut ?
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No it isn’t, but I’ll try to answer your question anyway.
A ton of mobile games are made in Unity, so you can try using AssetStudio to extract the models. If it’s made in a different engine, then figure out if there’s already some tools or methods out there for you. If it’s made in a custom engine or those previous methods don’t work, then I have no clue. That’s going to take some work to figure out.
Which game are you trying to rip from?
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The game is Magicami, runs on Unity, and yeah I've used AssetStudio and AssetRipper and extracted the models but problem is they don't have any bone information and honestly have no idea where to find it. Since all the different costumes have the same proportions my theory is that they are controlled by the different characters' base bones. This is what allows characters with different proportions and height use the same costumes in Photo Mode. I copied the assets from the android version and another anon theorized that may be the reason why we can't find the bone or parent information since it could be compatibility issues or something like that. Another option would be to rip the assets from the PC version but that's only playable in browser and the only way to download it I found seemed to be outdated in a site called Xantex or something like that.
It's been a hard process for a mobile gacha game overall.
At first I thought it simply wasn't possible to get rigging information, but I looked that up and that doesn't seem to be the case. Maybe try following this: https://wiki.vg-resource.com/Unity/Model_Ripping
Yeah I've done that. The body meshes aren't in the Hierarchy list, just the hats and accessories. We've tried importing the files to Unity too and see if we could find the assetsbundles/prefabs with the characters fully assembled there but no luck.
Thank you anyway, anon.
Thank you, anon, if I ever make something good I will be sure to credit you

look at this LoL skin. they even use tris in areas where there’ll be high deformation. /3/ lead me to believe that tris are very bad in most cases but is this true?
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If you don't use subsurf AND edge/vertex creasing don't bother with being anal about quads. That's the only thing that really needs it.

People still do it because it lets you create high resolution looking model that only needs a tiny amount of verts.
tri's are awful, and you should avoid them. I laugh every time I download a game model to see what the supposed "masters" do. Their entire model is full of triangles with not a quad in sight, it's actually kinda sad lmao
dude I showed my modeling teacher a triangulated model from call of duty and he didn't know what to say lmaooooo
squats and oats = big gainz
>another quads/tris thread

Ok, do you remember how you were told not cut towards yourself with a knife when you were a child?
Well, being told to avoid tris is exactly the same thing.

In reality, there are lots of situations where cutting toward yourself is the most precise, most controllable, and thus safest way to use a knife. The only reason you were told to always draw the blade away from yourself is because that was the easiest, laziest way to keep you safe from your own stupidity.

You were told to avoid tris because its easy to fuck up your edge flow if you use them without knowing what you are doing. Bad edge flow will mean bad deformations, and janky subdivision.

Look at the edges on that model. See how the all flow nicely, even though there are triangles? That's because the person who made it knew what they were doing with those tris. On top of that, it's an in-game model, so it's never going to be subdivided beyond this point.


Everything is tris. Quads are an abstraction for the sake of the user interface, which as >>918585 seems to not realize, is why models ripped from games are often fully tri, because the game engine has no reason to preserve quad information. It's actually a (small) waste of memory if they do.

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is blender as bad as they say?
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not enough bullet points.
is that you prince?
no.. blender has become great
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honestly /g/ barely enforces that rule...
>Don't sign your posts.
talk american u homo

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This is my current level of pixel art made from 3D as of last 2 days.
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Any updates, Cris?
Nah. It'll be another decade before he improves on this at all.
reading some art books about photography and film to improve my skills.
Jesús cristo que es eso cabron
kek stop seething and just get good

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Now maya is not a subcription, neither the other autodesk tools.
They have replaced their old subscription model with a token system from videogame arcades.

You can now buy 300 tokens pack or more.
Opening Maya now cost 6 tokens per use.

>mfw not an autodesk loser
fucking loser, lmao.
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I hate the working class. Any nerd should. Why does 4kun pretends it likes the people who called them faggots all through high school and their job for liking anime?
>now maya is not a subscription
>can still buy subscription

what did blendchuds cope mean by this?

did you just consoom askNK content without thinking for yourself ?
>post blank paper with my name, current year and university name to autodesk
>get educational maya for free
>launder assets by reexporting through blender
>repeat every year, never pay anything
was it that hard?
Cris fuck off give up you are not the intended audience for these arcade tokens. KYS puto
>Opening Maya now cost 6 tokens per use.
KEK if you agree to this you are a BITCH

Thought someone might want to save some money.
Autodesk AutoCAD 2023 - 1yr 2 devices

Autodesk 3DS Max 2023 - 1yr 2 devices

Autodesk Maya 2023 - 1yr 2 devices

Autodesk Inventor Professional 2023 - 1yr 2 devices
2 replies omitted. Click here to view.
There selling disk again without the shitty subscription
No I wouldn't download a car if I could.
>pajeet 100% now
>cant understand what " 1yr-2devices" mean
why egay I just go to CGPersia
You're in the wrong neighbourhood, bucko.

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Garbage animation.
>huge water displacement is not pushing the character away
>the drive should have caused a lower amount of pressure on the water surface. all the screen should have been filled with bubbles.
>the subtle tilt up before diving down looks like it is tilting on a fixed point. It looks robotic and not organic at all
>fishes in the background are chilling, as if a giant potential predator would not have scared them away.
Is this the next step on 3d? I tough Cameron loved the ocean?
you wouldnt get it if it smacked you in your face
4chan: the place for salty haters. Seethe.

i dont see you complaining when you hear explosion in space
Physics are not important anymore, only 'the MESSAGE'

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How do I make Shaggy hair in Vroid.
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It's possible, you'll just never get it to look identical from every angle. Sacrifices will have to be made. This is why anime figurines often look close but "not quite" identical. Of course there are cheaty ways you can make separate meshes that change depending on the relationship to the camera, but it's complicated and probably not worth it. Before anyone asks idfk how to do it.
For blob cartoon hair like that it is better to sculpt it on Zbrush or Blender. It can be done in Vroid but it won't look as good due to it's strand based nature
good idea. seen any fine examples of this?
t. Never looked at a reference sheet

I'm kind of a beginner in autodesk alias and looking for advanced tutorials. If any anon has torrents or any links please upload.
next time use the piracy general >>917092
Thank you very much anon

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Do you anons have some complex blueprints measured in the metric systems i can reproduce in f360?

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