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Houdini chads are already aware of this, but pic-related is happening now and there's probably something that's of interest to you:

There's a substance designer talk on right now.
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I think Houdini videos will be available on YouTube later, the H19 premiere will in fact be streamed there also
>Turin, Italy
So the Houdini reveal is 18:00 Central European Time?
18:00 CEST, actually
it's probably better to follow it in YT: https://www.youtube.com/watch?v=hTfmtiz9qSI
Thanks Anon, my body is ready
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good morning sirs

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Stupid question thread that didn't deserves it's own thread.
Stop bumping off good thread with your repetitive garbage.
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normalise is free
If I have something like a cube and want to cut a shape out of it and want to show it has some thickness to it, am I better off cutting the shape out first and then using a solidify mod, or using the solidify mod first and then cutting out the shape?
is subdivision modeling the same as box modeling? also if it is, what's a good way to model a 2d character in 3d? do i just need a side profile + mugshot, then basically fit the shapes to the form?
cut de shape out first
I have an old PC and trying to run substance designer and it just freezes to a halt. Memory consumption ramps up like crazy right before it just stops working, I can't diagnose further.
I have a shitty gpu and 8gb of ram.
Question: will getting more ram be enough, or do I need a modern gpu too? Because I can't afford the later.
Maybe I should ask: the memory Substance Designer uses, is it mainly from the gpu?

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>Spend an entire year learning anatomy and sculpting and rigging in blender to make proper realistic 3D females
>mfw there are people who grew up masturbating to minecraft unironically
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Built for big black enderman
>there are people who grew up masturbating to minecraft unironically

Yeah but you're not making art for those people. If you wanna get rich, Rich, sell your soul and aim to please the lowest common denominator.
But if you want a fulfilling mental life thru doing art aim to appeal to whoever your true peers are.

personally I'll rather strive to reach marginal success doing something I love than attempting to gain stacks of money doing something I deplore.

>Spend an entire year.

Wow, you've put so much effort into this anon. I wonder if anyone who ever got good at art did as much as you to get there?
A whole lap around the sun spent trying to create realistic depictions of a super difficult subject matter?
Damn, that is some next level dedication right there anon.
>that is some next level dedication
haha! goteeem
Smoking is bad for you.
It's because you've failed to understand the basics of eroticism, Rich Evans. That it why you will never make it.

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New to 3D, looking to learn but I have some doubts.
How long would it take to learn to do stuff like the following pictures? I want to make something that looks retro in this way, a game. How hard would it be for a one man team to do stuff like this?
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Dude, there is no shortcut.
To learn 3D it's already complicated. To be able to make something out of it that looks good, even in a retro style, is even harder.
To make an interactive game... Well good luck.
Just start, practice, and eventually you will get there.
There is no quick way around it, no tutorial to get you there in 2 weeks, it depends on how much time you invest and how dedicated you are.
Everything is possibile, as long as you put the time into it.
Tell me what tutorial then
This thread is an actual bait.

Follow >>855368 advice OP, and fuck yourself.
Stop waiting for a tutorial, download blender and just Google what you are trying to do. Tutorials will come up.
the characters in the blade runner game were voxel based.
You are not gonna make it if you hesitate like that anon

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So I decided to model something like this Tux rotating only make it detailed.
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First draft is here rate it.
Sorry I have an artistic license for this.
hey OP can you explain something to me? If you use a perfectly spherical body (or close to it), does it cost like billions of triangles? Or is it cheap since a sphere is a primitive shape?
wow.. so this is the power of free software
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>hey OP can you explain something to me?
>If you use a perfectly spherical body (or close to it), does it cost like billions of triangles
It actually uses quads
> Or is it cheap since a sphere is a primitive shape?
This is not how 3D with polygons works, the closest thing to explain this to you is that polygons can not do anything else then straight lines so the sphere needs to be made out of more and more straight lines, think of it like trying to make a circle out of straight lines in 2D.
>does it cost like billions of triangles
If you are asking about polycount yes it is big (quads are made out of 2 triangles.)

Have a look.
The model uses exactly
987988 Triangles.
>wow.. so this is the power of free software
The joke is on you I'm OP and I made this >>856959 only in blender.

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Previous dollhouse >>846099

Daz youtuber's and general guides:
travis davids (Marvelous designer)
CgBytes (Dead, but was the best of his time)
Kelvin Jin

Bridges: https://www.daz3d.com/daz-bridges
Suggested Blender Bridge: http://diffeomorphic.blogspot.com/

Similar programs:

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Look how they massacred my boy!

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Why no one makes high poly stylized models that uses textures and colors to add depth to it? Instead everything is left to real time shadows, giving this plastic look that every single modern game has.

I want to see it. I want to see a single model that has the texturing style from the left in pic but the amount of polygons from the ones in the right.
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you add texture to add detail to a model. We can add so much detail that textures are not needed as much these days. You're basically asking a dumb question.
what you are talking about is done by arc system works if you cared even a little you would know this but better complain on an image board am i right.
God cris, I hate you so god damn much.
i forgot of smash 4's existence until i saw this post
I miss Smash Run
way better than Smash Tour, SSE, and WoL.

Im learning 3d modeling and for practise I want to create my favourite cartoon character. Would someone be able to draw or help me find Brooklyn from Gargoyles in a full body T-pose, one head-on and one to the side?
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surely only birds have beaks so snout right?
get better soon, anon
Im sorry i have to keep bumping this thread, i want to get it done but im very busy
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OP here, Im back putting 100% i've made and attempt at the leg
yiff in hell furfaggots

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/wip/ - Works in Progress
- Collage Edition 4: HAIL STAN -
Now featuring environment anons!

Post your work-in-progress projects, recently finished projects, or things you'd like critiqued here.

Previous thread: >>850394
List of free resources: https://pastebin.com/cZLVnNtB
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Very nice anon, this pleases me. Look into using the array modifier to simulate an expansive ice field in the background, that would make it much more finished looking. Keep your chin up you're doing good.
It's because your dynamic range is kind of fucked.
Think about it like a photographer. You'd only be able to get a correct exposure on either the inside or outside, not both (not counting bracketed exposures). You can even try it right now with your cell phone. Try to take a photo looking at a daytime window, and you'll find that if you focus on the inside, the window is pretty much bright white.
Either bring up the exposure in the room and blow out the outside a bit, or bring down the room and have the outdoor area exposed properly. Obviously since you're trying to show off the interior, the former is the better option.

I'd also piggyback with what the other anon said and bring the actual effect of the environment's lighting up. Don't just blow out the outdoor exposure with level's adjustment, actually make the light contribute to the scene more dramatically.
It'll make it seem more grounded in that place, instead of a house in a void with a picture of mountains in the background.
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Working on a body for her now. The reference anatomy is super weird, I'm blocking in muscle groups and then I'm going to see if I can match the smooth-but-full look the original art has. First time I've tried finishing a body sculpt to this level.
I haven't posted any of the images I posted here on twitter

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Feels good to be among the top 1% of this board skillwise.

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ah thats sad, i have no interests and all i want is the value of skills however life doesnt seem promising for me like this and im due to suffer
good on you anon keep on wining
>Cris twitter account
finally a single place to see all his autism.
most of the people itt are never going to post their work since they work in the industry (including me) so you can't really know if you're the 1%
by itt i meant on this board lol

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>Was tired because industry plugins only maybe improve my productivity by 5% each one
>Today I realized that if I use 20 plugins my productivity will improve by 100%
but you will have so many miners and trojans on your machine
Unrelated, but just want to say this is the first month I have been completely jewed as a freelancer working in the industry - had to buy Marmo, Adobe and Zbrush license (monthly). I usually just pay for Substance sub. 80 bucks gone just like that, feelsgoodman.
No, it's compounding. (5%)^20 = 265%
cris stop installing industry plugins to your blender right now or you'll be putting entire studios out of business with your productivity!!! think of the jobs!!!
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Why yes, I pirate everything and only buy plug-ins I can't find on CGpeers.

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realistically, is something like this hard to achieve? is it possible to learn in a couple of months?

9:00 open unreal engine
9:05 import entire megascans library
9:10 build scene
9:20 pick a neat HDRI
9:22 add some point lights
9:23 learn how to keyframe a camera
9:40 export video
9:45 pick a song
10:00 take a break
11:30 edit video
11:45 upload to socials

>is it possible to learn in a couple of months?
that shit looks like it was done over one afternoon
>free Quixel megascans library
>Mixamo run cycle
>few shitty slow-mo shots in UE5 sequencer

Does geometry nodes make traditional modelling useless for hard surface in the same way sculpting made modelling irrelevant for organics?

Or modelling is not best suited to making low poly anime characters and kitbashing parts to import in the geometry nodes?

Any advanced blender user can answer?
I mean now.
>Does geometry nodes make traditional modelling useless
No it does not, procedural modelling doesn't make destructive modelling useless.
Its an addition, not an replacement, but it works better for certain goals and it makes it easier to create complexity.
You can always mix these methods together and use the advantages of both while circumventing the disadvantages.
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So basically they're meant to create very fast lots of variations on some base design.
Basically good for things like foliage, trees, buildings, furniture?

Does this mean modelling is good for creating the kitbash meshes you combine using geometry nodes?
A thread died for this.
>in the same way sculpting made modelling irrelevant for organics

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>want to make donut
>eh why not make a monkey on fire anyways
>pic related
Bros, what to do now?
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idk make your donut doubt you can even render it with the lights n all if your getting 2 fps with smoke but at least finish your model??
You're right, what would be gained from this though?
Original task is to use and gain 3D assets, without rendering what can be gained?
i literally dk, play with models, sculpt some stuff maybe im not the person to ask im new here
Imagine being filtered by that.

All blender animations run like shit real time, especially particle simulations. It's different from rendering a single pic.

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Did I do good? I know my western parthners taking $300 for an hour or something like that, lmao. But whatever
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I just got some inside info about one (short) freelance contract I could have taken, but I didn’t because I was busy with other gigs.

Bros… I’ll regret this for a loooooong time, it was that good. I could have tripled my bank account. I could have paid off 2 years of uni in a few months what the actual fuck.

But no, I just HAD to fuck up by taking a poverty tier gig instead, that locked me in for a few months, just because I was out of work for months before that and my family was telling me to not deny offers.

Idk what else to say, this was a life lesson for me. Also made me realize I am probably misjudging my worth completely and could easily multiply my rates a few times for american studios.

Oh, you know what else happened? I had to deny a fulltime offer from Ubisoft as well, because I can’t move to a different continent right now due to personal reasons.

I guess at least that tells me I have a potential, even though I still feel horrible every time I open ArtStation and see student works getting 5 times more likes than me. I’m just a nobody with 0 connections in the industry that sparks on trending a couple of times a year when I release some new personal project. All of my work in this industry came because of those likes and features.

I just hope offers like those will show up again in the future and hope this wasn’t some once in a lifetime opportunity, otherwise I’m done.

See, this is a big problem, knowing what offers to accept. But how can I possibly know what kind of a potential client will show up in a fea months from now? Maybe I end up out of work again by the end of the year, but this time I’ll be afraid to accept anything if the salary is anything else than amazing.
Just keep working on it and I'm sure more of those opportunities will come your way.
You gotta keep on keeping on. Meditate to help.
Would you mind sharing your work? I'm kinda curious about it, I'm at a point with my skills in which Im getting some similar work quality for a ubisoft/Sony game but don't really know how to proceed as I have never done any work professionally and I'm scared of making the wrong desicion and locking myself in a contract I will regret later

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