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Fuck me.

I wish I had this kind of talent.

33 replies and 8 images omitted. Click here to view.
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>rather than design something around new unknown technology
When it's something you like it's clearly some "unknown tehnology" yet when it's something you don't like like greebels that hint at some unknown mechanics under the hood it's someone "who doesn't understand mechanics or manufacturing". Fuck off
Looks extremely boring.
We're not the same person, retard.
A hinge or a plate or a screw isn't some kind of alien technology, their purpose and how they work is well known to mankind so when some "artist" uses them in a place where they don't make sense of course it sticks out like a sore thumb.
What the fuck happened just above?

Autism happened

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Is it possible to rip models/animations from Halo MCC?
fuck off coomer

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How do you unwrap things like this so that most edges are aligned along x or y?
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You tell the packer to keep those edges parallel to the appropriate axes.
Oh I think it was done with UV: cube projection
Fucking hate UV mapping. Good thing that shit's going away soon with the help of A.I.
Could they not have changed the color of this with a shader.
It depends on the use but yes, it might unintuitive but if you are baking or just want a good map for a game you will want to have duplicate object mapped separately so you can a different texture on each wheel.

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I want to make a lot of animations but I don't want to spend assloads of time animating.

What is the cheapest mocap solution?
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I will die with honor - you will be left waiting for a train that never arrives

I built my own locomotive. 1 frame at a time
Speaking of Rokoko, Chordata is on Kickstarter now:
The OG Kinect its enough to get some basic animations?
I have an Acer WMR, but its not enough because the controller only track if they are visible by the HMD.
I already animate but wanna try some real time animations, and i found a pretty cheap price at my country.
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it's somewhat true but u described it really gay bro.
also all the ai cucks in here saying it will be automated: Yeah, sure, but it's not as of right now. Often the point of animation is showing movement that is not possible in real life. Like the emphasis, poses and timing. Can't wait until automation catches up with all that, until then you just underpay crunchtime friends.
I have no shortcuts for you jus get good and think of projects that are under 10 minutes if you go solo at a project, it will still take you couple of months to complete.
/3/ is just obsessed with the idea that they won't ever have to actually learn any skills to make their coomer animations.

They beg for model rips and now are hoping for AI to develop around them so in a few years they will be able to complete their magnum opus by letting the computer do the 2nd part.

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First 3D project ever, made in Autodesk Fusion

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You dumbass mouth-breather. We have a VIP thread for this shit, fuckface.
yeah I had no idea about the wip thing, first time on /3/
I'm not that important tho
>First 3D project ever
see: >First 3D project ever
post portfolio
stop masturbating

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ITT: Post your donut, anvil and coffee mug
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no you're fun
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did this ages ago, working back on the anvil now

[spoiler]you guys think a double monitor set up is a good investment?[/spoiler]
>you guys think a double monitor set up is a good investment?
Absolutely. Imagine having a tutorial on one screen and you following it on the other...no more clicking back and forth. You just do it.
The 2nd screen will always have your back. Animation, Compositing, Video editing, having a whole screen for node-setups - it's all double the fun if you have enough space to actually work comfortable. Also the 2nd monitor doesn't has to be excellent. You could buy a cheap used 27'' for a hundred bucks.
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I was so proud of this when I made it. I showed it to everyone.

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just the nerds i was looking for.
a maze is a 2d representative, i draw them. i have no blender experience(tons of PS and coding tho). whats a simple automatized process i can use to add the third dimension?
in a vector file i guess?
please help. if i have reverse engineer one more thing i'll an hero
height map, tessellated to shit. If that's not accepted a black and white texture of your map to a 8092 texture size and use as a mask for blacks and whites. Create subdivided plane to the nth degree, higher the better, then select only whites with parent target to mask. From here your geometry can be extruded upwards on black or white only, thus recreating your mask. Can make 0.0, 0.5, and 1.0 for three choices. Remesh on 90* force and you have a remeshed maze in 3D. Vector files are also good like above post.
You probably won't understand this but here you go:


Next time post in the fucking questions thread, and since you'll have questions because you won't understand what's going on in this video, POST THEM IN THE QUESTIONS THREAD
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If you have a vector file consisting only out of the edges of each hedge you can import it in blender and transform it into a mesh,
select the edge loop of a inner hedge (of which most should be connected) and create a face (ngon but who cares) out of it. Repeat this for every block of connected hedges.
Extrude them, add a bevel and a green texture to it and you're golden.

Also, is /3/ smart enough to solve this?
bruh just code your own maze renderer if ur so great

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how do you make feet look good on daz3d?
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Actually I'm not a blendlet but a magnificent maxfag. Not that I am prejudiced towards our low budget brethren. The blendlet is a glorious creature magnitudes above the disgusting dazlet.
Her skintone makes her look dead.
More snackz
looks like absolute ass
very nice

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How the fuck do you compete with people who only get paid 30 dollars a month for this shit?
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Now go to yt and find a few of the millions of pajeet modeling tutorials. Most of them make beginner level mistakes and are not even aware of it. They also communicate in a way that is very hard to understand. Their place will be the same as other Indian tech guys- replacing mobile phone batteries and copypasting someone elses code in java. A few exceptions don't change much
>your criticism is invalid if you can't do better meme
>implying this isn't uni graduate tier trash in the western world
You're a pajeet, aren't you?
At least shitty Pajeet CG doesn't result in planes dropping out of the sky, unlike their Aerospace division
>How the fuck do you compete with people who only get paid 30 dollars a month for this shit?
They dont, they cost more than you.
There is this weird misconception that work that gets outsourced to India is much cheaper, thats wrong.
My studio outsources a lot and straight up india is fucking expensive as fuck, same goes for korea and japan, post soviet countries offer best price/quality ratio.
When we outsource to India, mostly rigging, skinning and some assets, we pay normal industry wages. Since those Vancouver and SF wages got out of fucking control, we had people from there wanting 100k+ when they start, we rather outsource only what we need when we need it.

Now another thing is that those Indian companies charge for they employees a lot, but pay them little, its normal and not our problem to be honest.
There is a reason why you see all those indians on AS trying on their own or making 2-3 people small teams.

Anyway, make good stuff and you will be competitive, Poland, Russia, India etc becoming real cg powerhouses, soon outsourcing there wont be worth it anymore. Moscow if i recall is already first or second city in world with most people working in CG, just next to SF.
Remember that you always get what you pay for.

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How am i supposed to cope with the new weight paint in 2.8?

This shit makes me want to punch a hole in my screen.
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Yeah very intuitive workflow fucking Christ
>deselect the object you want to weight paint
Whoever thought this was a good design needs to get the rope.
The whole point was to use the wireframe to see the geometry better, but hey seems like you faggots never used weight paint anyway.
just fucking deselect it dude. big fucking deal

If you don't like it use "Show Wire" like >>753277 showed you, you big babies.
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you can change the color and hide the wire.

Let's say I've made a 3D human model complete with texturing, rigging, and whatnot. What parts of it can I copyright?
Can it be copyrighted as a whole?
What constitutes a breach of copyright?
How do I translate the copyright into a licensing deal?
1 reply omitted. Click here to view.
Even if you don't have a legitimate copy.
Just say you did it in Blender and Paint.net, nobody can prove shit.
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you are your own copyright
im talking about project files, ect.
Is there a process I need to go through to create a license?
Or is it something I write myself, and whenever a conflict arises I have to appeal to a legal arbitrator?
If the work is considered something that copyright applies to, you own the rights by default. That's the entire point of copyright. Of course if someone violates those rights you need solid proof that you're the original creator

Thoughts on this? Thinking of buying it
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The developer was working for Unfold3D then he went his own way and called the product RizomUV.
The programs both look nearly identical - same icons and stuff, but RizomUV is the new thing.
So unfold is shit and rizom is the good one?
But Unfold3D version 9 is basically RizomUV and as far as I can guess that's around the time the dev got fucked over.

I know I accidentally installed Unfold3D something something 2019 (it wasn't realeased in 2019 btw). The name was chosen because it had that '9' in there. I thought it was the same product but 5 min of using it you'll realize how garbage it is.

I couldn't figure out at the time why it was so shit so I just scouted the internet for older Unfold3D versions. I had no idea what RizomUV was.

This is the version I'm still using:

which is basically an older version of Rizom. It's probably safe to pirate because it's not as if it's the current Unfold3D program (different source code), and the guy that created the software doesn't own the rights to it anyway.
But why would anyone want to use Unfold3D, when RizomUV is much better?

Nice industry you got there. Be a shame if a militia of 3D Russian bears murder all your mutt onions artists with their bare hands.

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People severely overestimate how bad the TLOU world is. Jackson is basically a modern rural town and the WLF has fucking burrito stands.
Yep, there should be a bunch of muscular guys and girls in her base. It's shown that she has the means to do it, but why the fuck did no one else get buff there?

I was thinking more about the world in general, not specifically the "safe zones". I only played the first game and most of that game takes place outside the civilized parts where you actually benefit from being in good shape when you run into looters and zombies.

This I agree too. It would probably have just reinforced how serious they were. Hell, in the first TLOU they had a lot of small details that did exactly this. If you look at the weapons of the Fireflies in the first game, the gun models are actually slightly altered from the ones that the soldiers have, making them look more rugged and worn to show that they're scraping by. But then again Druckmann's crunch boner wasn't as throbbing when they made the first game, so chances are they probably would have added more fit people in the camp if they delayed the release.
the most accurate description of this website
found the commie

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i've been modeling heads for the past 4 days and i still can't get them right. i'm looking at reference pictures and they still turn out like crap. how did you get good at sclupting faces? should i just power through and make more until i get good? do you know any tutorials that explain step by stay what i should do to make something that looks like a face?
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Do you really think youd improve in just 4 days? It will take months, but keep doing a sculpt every day and I promise in 6 months you will look back and laugh at how bad you used to be
i will, but you didn't comment on my latest sculpt

are you working from a reference? it would help if you posted the reference to see where you differ.

in general though looks like you've got a pretty good grasp of the generic form. making it look non-generic, like an actual person will be the next step.

also maybe start practicing adding eyebrows and hair. only thing i can see is that the brow ridge towards the nose looks a bit sharp, but that may be how your reference looks, in which case not an issue
i didn't have an actual reference reference. i just followed closely this tutorial posted by >>751642

half way through i realized that the proportions were off so i used this picture for a reference but as i said, i just used it just to adjust the position of some facial features
ah, okay. well yeah, looks good then. i would say next step would be to try a more specific model, something like trying to model a likeness, or pic a piece of concept art for a game or film character you like and model that. looks like you are getting the hang of evaluation, which is one of the biggest hurdles, basically the ability to look at your model and look at a reference and evaluate where the differences are and how to correct them.

also Nikolay Naydenovs tutorials are fantastic, he has several full length 40 hour class series' for character workflows. you can find them pretty cheap, i got 3 of the classes for $10 each on sale on the flipped normals store i think, might have been cubebrush but i think it was flipped normals. eitehr way, his tutorials are very comprehensive and he's clear at explaining both style and technique. i really recommend checking out either of his orc classes or his female assassin class. i beleive he also has a zbrush for beginners class, and while he does use zbrush for the majority of his work, 90% of what he does could be achieved in blender easily enough, just the hotkey sections and such will be less useful.

How much disk space would a fully rendered Earth model with full foliage, terrain textures, and ocean take?
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Like can there exist an algorithm the triggers a unique cutscene or animation when interacting with an object that affects the story? This is on a procedurally generated map.

The way this is being described is a procedural map generates the map by drawing from a database of objects/data using an algorithm/script.

If I wanted to make a 3d Sicily, for example. I would create a script/algorithm that would generate a map from a heightmap, open street map data, terrain data, and a database of 3d objects/buildings , trees/plants, textures, and npcs/animals. The algorithm would then procedurally build the map.
Look up Chris Crawford, he has been obsessed with algorithm created interactive fiction and gave up in 2018. I admire him but... I would have liked to see Siboot just as much as I would have loved to see Richard Williams' film he was working on before he died.
Some persuits yield no reward.
pretty sure it's written somewhere in the torah, but you got to do the math
Earth could probably be done in Terabytes.
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Quite alot; but you can save a good deal of disc space, and processing power by only modeling and rendering microscopic and subatomic areas of reality when someone bothers to try to observe them.

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