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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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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.
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

I wanna get into creating and animating models/textures for MC, which programs should I use?
Pic related
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nigga, you could write out a minecraft model by hand, poly by poly.
I dont know much information but i think is BlockBench are designed to be a minecraft 3d editor.
Use Paint.NET for textures just the way Notch intended
I forgot paint.net existed. So nostalgic :(
use Blockbench, it's made for minecraft / lowpoly modelling

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cheap fast workflow artstyle good. cuhds btfo
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there was one you did just miss it.
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Yes you are right had it wrong because I have a lot of hidden threads.
bampin to keep the protection on
It's too late

Hello 3 Im trying to get better at makin heads. I have been using the f2 addon to make a mesh of mostly quads while lining it up with my reference. are there any tips ya got that could be helpful to me?
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Why should everyone always explain the importance of edgeloops?
When deforming a mesh with Edgeloops, they tend to be the first to deform and tend to collapse on itself.
I make head too
Blowjobs are not a valid way to make head, anon.
The drawing does convey enough info, it’s just that people going straight to 3D have no drawing/anatomy backgrounds.

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I just bought this to try it out.

Can someone explain to me how the fuck it's so good?
Why can't ZBrush have UX like this? Everything about the way Nomad is designed makes perfect sense. Even a beginner with zero digital sculpting experience can get started very easily.
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I've been enjoying it. Despite it being all about sculpting, I still wish it had some basic box-modelling tools, so I wouldn't have to deal with stuff like Forger. The best I got right now is taking the mesh into CozyBlanket and import it back again.

They do have a PC version planned at some point, but it currently only exists as a browser-based demo, with no saving function.
>people complaining about using this shit on their phone
it's nice that they let ppl use it on ios but it's obviously meant to be used on ipados with an apple pencil.
Yeah, I had it before on my android, using a touch screen pen. The physical screen size, makes any real work hard to do.
What I don't get is why people are getting all angy about people using phones for this stuff, in the first place. Sorry we're not chained to a desk the entire time we're working?
ya the ability to sit outside and sculpt is pretty fucking comfy. of course you could always use zbrush on a laptop or something, but the ipad plus pencil is a way better mobile experience. to be honest, i also like using my fingers. it reminds me of using clay or charcoal.

that said, one issue i have with nomad is when i use the pinch tool, i always get some really stretched out quads that can't really be sculpted anymore. is there a way to use a mask brush and then retopo just that spot?
Going from Nomad to Blender for sculpting, made me miss some things. Like the Polygon mode for selections and splines.

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Imagine how much better vertex modelling software could be if it was made as intuitive and user-friendly as CAD, instead of just constantly adding obscure features 95% of people will never use while leaving the interface and workflow an arcane mess with important features locked behind ridiculous gimmick shit like geometry nodes
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Retopo is truly a souless wageslaving monkey job, having a good anatomical mesh with emphasis on musculature flow beforehand and modifying it/sculpting on top is superior planning. At studios unless you have a uniquely shape creature or no proper base mesh only retopo is used but always as last resort because otherwise is a waste of money.
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Blender is CAD!

…for idiots.
I don't know
what if i do all this in max? did autodesk lie to me? are polygonal models a scam?

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Has anyone here experienced repeated nvidia driver crashing on any of the drivers in the 531.xx line on win11, making 3d production impossible on said drivers?

Had to roll back to the 528 drivers which are stable, but I am concerned about not being able to upgrade nor test 3d applications across a range of drivers due to the driver completely crashing. This is the first time I've ever had any issues with drivers and I've been using nvidia for 17 years.
>win 11
oh wow.

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Why isn't this a red board?
stick to your daz containment thread, cris
Cuz it would be come a board for people to consume porn rather than produce it.
I post untextured meshes with wireframes on if i need to post my models of dicks or assholes for academic purposes
Can you repeat the question?

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Can any professionals here throw out some examples of completion times and pricing? I need some interesting objects for my website. If anyone would could give a reference of how long it would take to make these 3D models and what a median rate would be, I would appreciate it! Just so I have some idea before I go to hire an artist. Can also leave an email if you're available.

Please keep in mind that though some of these are very detailed, I'll need simpler versions. Thanks <3
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OP img would be a flat, non-rotatable image sorry
you cant use a bottle of JD to promote Your website
I'm asking about a brand-less glass bottle of whiskey
Best way would be to model the objects and then export them to usdz or gltf and mount them in a custom visualizer. Like this: https://threejs.org/examples/webgl_loader_gltf.html

Generic Bottle of Whiskey
Folding Knife

Modelling(Simplified), rendering, optimization and export to gltf format for web viewing: 240usd for everything (paypal or wu)
2 days after kick off chat.
If you need a custom 360 visualizer to be contained in an i-frame i can do that for 60 bucks more.
Can you repeat the question?

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It's not fair that everyone on twitter and reddit have art friends who teach them. But you guys are assholes who refuse. Why are you like this? I'm in a dark room all day every day, with no one to talk to.
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just reveal the code, neo. wtf is your problem?
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This singular image brilliantly summarizes my entire pathetic existence, down to the last minute detail. I am truly undeserving of love.
how much would you be willing to pay for 60 minutes of 1 on 1 session? for stuff like you send me your files, explain the problem and I give you the solutions. all recorded etc, from someone with over 10 years of pro experience?

I'm asking this unironically
Anyone who charges less than 1000/hour for that is useless as a "mentor" anyway

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is max or maya better for archviz? I want to learn either soon, I've only used blender and fusion but poly modelling in blender can be fucking annoying sometimes.
Max, it's the best software modeling-wise. Idk much about rendering engines but afaik Redshift or Octane are pretty good.
most archviz boils down to arranging pre-made assets into very simple boxes (the way that little girls play with furniture in doll houses) and for some reason long ago everyone decided they were going to use max to do this.
it's basically not viable to use maya or any render engine other than vray or corona because of this reason.
blender is starting to catch up because blender attracts these types of users (grown men who like to act like little girls) but for now, max is the way
houdini >>> max + railclone > max >>> powergap >>> microsoft windows paint 3d > kai's super goo + 3D AI trained on gay porn >>> ... >>> (insane power gap) >>> the indian freeware known as blender
yeah I mean I want to design and model everything myself for practice

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What is this sorcery??
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>How can someone knowledgeable in 3d actually say this.
Because you still don't have a full realtime pipeline where raytracing replaces the entire pile of hacks bolted together to make modern PBR with moving light sources. So long its main gimmick is being used as a supplement for certain GPU variants, its going to remain completely irrelevant for realtime usage.
We are three or four order of magnitude lacking in GPU processing power before real time pathtracing would be vaguely feasible. Going by the hard limits of miniaturization process, we'll likely never reach this point, unless we invent a new tech out of nowhere (possible, but unlikely).

Nvidia cheats by having AIs that:

1. Denoise the output
2. Create new frames from the previous one entirely
3. Up the resolution

That's good, but yeah, it's a hack. In fact modern RTX raster pathtracing is like ten differents kind of hacks put together. On top of raster engines, which are big piles of hacks to begin with.

I do like the additional fidelity of RTX, but it's the cutting edge of what you shouldn't do on hardwares that are most likely to catch fire.

Cyberpunk 2077 can run on a pure pathtracer, last I heard, as long as it is in low resolution (AI augmented), very noisy (AI denoised), and very low framerate (AI upped). Which is not a valid way to move forward, I think.
Time to try to recreate this in Hammer
This. It's also not about replicating human vision, it's about replicating a bodycam video and that makes it seem much more realistic.
Also didn't realize how many crabs were on /3/. Reminds me of that time Notch stole Minecraft and everyone on /v/ told him it was dogshit and he was a faggot. Then he sold it for $2bn.
Nanite and Lumen.

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>3D tutorial on a topic
>Instead of going straight into the topic itself and focus only on what's supposed to be taught it periodically cuts to the author's ugly face covering the screen
Why do these faggots keep doing that?
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I'll agree it's technically difference. But not significantly different. You're still whining over nothing.
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I don't like this format either, but not because it shows A face, but more like THE faces it usually shows. Does not apply to 3D alone either, like in case with CNC kitchen.
Most of those who actually do that type of format that i've seen look like people that i would hear about in school/college getting dunked into the toilet and think "Yeah, that's justified" by looking at them. I usually am very calm and sociable with people but people looking like this genuinely make me want to beat the shit out of them on sight and it annoys me on top of their annoying "quirky" mannerisms they usually incorporate into the videos.
I'm alright with the format otherwise.
>That's just another type of auti--
I have an actual medical note saying i don't have it.
you have to be a narcissist to succeed at youtube, simple as.
You just seenieboppered a normaltroid Referee skin brained Unix 1920 Beaned. Cyrax
For what it's worth I don't think that disliking something means that there's something wrong with you, or that you have some kind of different attribute than others.

Honestly? I think what you have is a *preference*. Most people prefer not to look at ugly things. Though what you consider ugly is more complicated because it's based on bias and personal history.

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What's with the trend of trying to replicate 2D in 3D? Why are there so many artists bending over backwards developing all these addons and techniques to make a 3D animation "look like a drawing" instead of just drawing? If you want your 3D animu waifu to look 2D why not just draw her?
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Unless you have some data to reference stylized vs realism popularity in 3D art, then you're making the same baseless assumptions.

I think the Toon shaded / Cel-shaded styles in 3D are popular for a combination of reasons.
- Nostalgia
- Very few examples of any studio nailing the technique yet, so it's a good challenge.
- Being able to replicate 2D in 3D software would save a lot of time overall and would allow you to do more complex or creative shots because you have more time to experiment, more flexibility and ability to quickly iterate.
- A general saturation of realistic graphics. (I think it's a valid point) Realism is kind of the opposite of creative or stylized. You get realism by just photoscanning things and doing direct motion capture. These techniques are sterile, they're realistic but there's no life. People like novelty, and they want unique art styles with life. Often 2D styles can be much more expressive than realistic styles. For example, the Classic Disney movies compared to the live action remakes. The new ones have no emotional impact compared to the originals.
Look at how horrible the new Frog and Toad looks compared to the claymation original. Absolutely ghastly.
It's been done since at least as early as 1986.
Its called post-modernist deconstruction... learn your art history, pleb

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post your favourite font/fonts that you like
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sorry for what? our daddies taught us not to be ashamed of our dicks!
Call me a normalfag but helvetica.

Sam's comics

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