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File: yup.jpg (239 KB, 599x865)
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i know the basics, but thats about it. what are your thoughts? its from scratch for a game with a PS1 style feel to it. i am an absolute beginner. tell me what i am doing wrong. i dont care how harsh. i want to improve. maybe if someone has a few good tutorials i can look at?
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>>894845
Solid Snake (PSX) 690
Crash Bandicoot (PSX) 532 faces
Laura Croft's (PSX) 230
Generally, it depended on how much detail you used around the character. Laura Crofts world needed a lot more tri's for stages and enemy layouts therefore in order to balance things back out the dev team lowered the character poly count. This is why higher poly characters are often rendered in places where the tri count isn't as heavy. Games like Metal Gear could afford to use more tri's on its main character because its environments and enemies weren't as costly.
TLDR: PSX models have a pretty massive tri range. Player characters could range from 1000-100 tris. It depends on what world you want your model to go into. Is this model going to be in a sprawling open game with lots of enemies and NPC's?
Try to lower the polycount to sub 400.
Does this gameplay only consist of a few characters, rooms, with little player input?
Feel free to bump the poly count. Try to get all that extra detail in 700 tri's.
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>>894479
your model is good, great work on the head. if you want to make the arms and legs work better for animation do doll anatomy (have the limbs be floating, overlapping like in many ps1 and n64 games)
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>>894546
booba
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>>894843
edge flow addon
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>>894421
Not to mention PS1 needs triangulation.

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So I took the advices in >>895228 and bought substance for texture work.
But I'd still like to use my materials generated in blender for some objects that I already have texture maps for.

I made a hi poly version of this table, decimated it to an acceptable poly count limit, and tried baking normals in blender with selected to active along with a cage mesh.

But my normal maps come out really weird and stupid like in the post below. Can someone help with what's going wrong? I've used a cage mesh too.
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>>895757
you should have pirated it retard, never post on this board again
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>>895871
Why did you get triggered by somebody spending a bit of money on some software? Yeah, he bought a program he doesn't know how to use yet, but so what, it's not like it's your money lol
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>>895736
OP how hard can it be to write **"How to bake from high poly to low poly"** in youtube or google... tell me pls i want to know...
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>>895749
Make sure your cage covers the whole thing properly, experiment a bit with ray distance.
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>>895744
Instead of reducing the cage mesh and all that, just adjust ray distance like >>897057 says (it's below the 'selected to active' checkbox) and bake over and over again until the normal map looks decent.

File: peep1.png (398 KB, 1080x1080)
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This is my first attempt at modelling. It was fun, but I'm quite rubbish. Can we have a thread where we experiment with Pepe and give advice?

I used SculptGL for this:
https://stephaneginier.com/sculptgl/
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>>896628
I think you mean sculpting
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>>896628
Better than 99% of /3/
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>>896628
RIP Pepe

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OH NO NO NO NO NO

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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>>
this shit reminds me of sportsball fans

>MY TEAM WON!!! IM BETTER THAN YOU!!
>t. 350lb greasy fatass

in other words, post your work lmao
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>>894721
good!
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>>894772
Yeah because animators and riggers are the ones that maya is made for and modelers are responsible constructing the hierarchy and deciding just how many more groupings can be worked with down the pipeline. Those pro 3d artists all end up having nervous breakdowns after Maya crashes for the umpteenth time and use the only non sinful 3D software ordained their lord Jesus Christ, 3d Coat.
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>>894760
wouldn't that spike be around the same time the coof started?
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>>894721
3d as a career and hobby is dying, but /ck/chads are clearly thriving

What are the advantage of using blender iinstead of maya?
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>>896883
>dude upgrade your high end work station customized specifically for 3D with no bottlenecks nor budgetary constraints to reap those diminishing returns from a tool that shits itself after 5k tris LOL
Are you so eager to keep moving goal posts and getting shots scored on you?
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>>896886
Lol post your specs like i asked. Let me guess - lappy
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>>891163
Doesn't matter to me, they all work seamlessly with Unreal Engine.
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>>896891
SEamLESslY: https://forums.unrealengine.com/t/blender-animation-to-ue4-problems/235265

Even if it's just the creator messing up bones, the list of problems goes on and on.

https://forums.unrealengine.com/t/mixamo-blender-to-unreal-4-problems/491204

(this is more recent) https://blender.stackexchange.com/questions/262950/origin-point-of-metarig-acting-as-root-bone-during-root-motion

https://www.blendernation.com/2021/12/12/easy-fix-for-unreal-to-blender-rig-bones-orientation/
>>
>>896898
Blender has a bunch of retarded UI that obfuscates everything about bones. It's a nightmare figuring out if your skeleton / animation is set up properly for game engine compared to Maya. That's even without the shit the auto rigging addons add to the mix.

File: Jinx.png (359 KB, 516x516)
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I wasn't exactly sure if this was the correct board. I went thru the intro thread and nothing on it. I saw some threads for 3d models, which could be the same. So I guess we'll see if this gets closed.

Was for trackers or usenet groups to download 3d models ready for printing.

Link example: https://cults3d.com/en/3d-model/art/jinx-arcane-sfw-and-nsfw
1 reply omitted. Click here to view.
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>>896447
You'll get better help in https://boards.4chan.org/diy/3DPG/
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>>896451
Sorry, I meant >>>/diy/2379517
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>>896448
Not my work, was someone else's. Was using it as an example. Intention wasn't for NSFW request, just picked a link that is SFW (and not nsfw) with SFW image.

My goal was to find the right board if this wasn't the one.

>>896453
Ahh! Thanks so much. Didn't even think of DIY since this was more focused on 3d models. Thanks for the help! :)
>>
>>896456
>>896456
>Ahh! Thanks so much. Didn't even think of DIY since this was more focused on 3d models. Thanks for the help! :)
No worries man. It's actually one of the most comfy generals in one of the most comfy boards on this site. I go there sometimes and I don't even 3D print.
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>>896447
There's dozens of groups on Telegram as well, anon. Download direct from the server.

https://t.me/AlllSTL

https://t.me/STLforest

https://t.me/Gambody

I always complain that the board is so fucking shit because of enginewars and schizos
Im gonna stop complaining and actually contribute in this shit board.

I will document everything ranging from
Box Modelling + Topology
Rigging
UVs
Textures
I will make a low poly/med poly/high poly(?) of the models.

This thread is for my practice and to make discipline too.
I will only use blender for 3D modelling/Texture + Clip studio for advanced texture shit.
Now then lets learn together.

Starting from this reference i got from a booru.

Comment too long. Click here to view the full text.
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>>895005
>this place is for getting mad over other people's [software] choices and demeaning each other.
I think that's 4chan in general
>>
OP where art thou I need to learn how to do the hair
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>>896664
He has a few threads up, but he seems to abandon his projects a lot.
>>
File: Untitled.png (131 KB, 767x838)
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>>892647
I can't quite tell from this unwrap, but if that thing in the upper-right corner is the collar of the shirt, I'll teach you a trick to getting better textures. As I'm sure you've noticed, lines start to get really jaggy when you try to paint them diagonally. You can work around that by lining up your textures so straight lines go horizontally or vertically. I drew an example at the bottom to show you what I mean. If you unwrap it so it looks like this, you'll get the same lines without the jag, since the white lines won't be drawn at an angle.
>>
File: Untitled.png (222 KB, 1531x751)
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>>896838
Pic related is what I mean. It makes a HUGE difference, especially on low-poly models.

Granted, maybe I'm just misunderstanding which texture that is in the top right.

File: remoteinass.jpg (58 KB, 976x850)
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>character artist wants some gargoyle with wings for arms modeled from his reference for a first pass ready when he gets back from his ayahuasca retreat
>sideview doesn't include the extended arm
>top plane drawing is sloppy with the arm looking like it connects to the hips and the traps connecting straight to the bicep which
>no idea how this could be rigged let alone make it look capable of flight without substituting glutes for lats and having the arms and ass wings clip through the quads
>if riggers have taught me one thing in life it's that there will be compromises and kiss fights
>artist wonders why there's a rocket booster embedded in the gargoyle wyvern's ass
>tell him that the wings vestigal appendages and that the ass rocket will allow his upgraded minion to fly with a little help from the vfx department
>his only problem with it is that it betrays the silhouette
>>
>>896182
>>
>>896182
? Next time just scold him publicly in the group chat for not QCing and leave it until after he comes back, retard?
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>>896198
>he uses a tranny botnet group sex chat
>uses the "but it's mister goldberg says it's necessary for wageslave team building" excuse
cringe

How do you reconcile with Daz3d's policies about only allowing a handful of people the ability to create HD morphs?
What is the motivation behind such policies?
Is there an alternative workflow outside of Daz itself for morphing/rendering?
How comes no one shot those cunts at Daz3d yet?
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>>
https://f95zone.to/threads/daz-hd-morphing-import-subdivided-models.18115/

Here you go boys.

You need an old version of daz and this plugin. You have to export and import into the old version and make morphs there. It's old but it can do genesis 8.
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>>892695
Nobody cares, take it to the daz general. You don't need two threads for your character creator.
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>>893376
It's not secret advanced, it's a "morph loader pro" plugin which can import hd morphs. That's it.
The plugin was fully usable until after the 4.6.2.120. Then they castrated it, for "reasons"
>>894056
I tried this, i get nasty artefacts, i am not the only one.
>>894092
And... Who the fuck are you?
I mean no offence but you should consider going fuck yourself to solve whatever issue you might have with me using this board as I see fit.
Faggot.
>>
>>893048
just make normal maps you mongoloid. you can also load height maps in as an hd morph replacement.
>>
>>896377
Yea. I've read about it.
I will try.

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show bobs an vagen
>>
No anon...show yours first.

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Can we have a thread of professional topology from various movies and such? I always enjoy collecting these things.
>>
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>>896556
>>
>>896556
Yes.

https://www.disneyanimation.com/process/modeling/
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>>896557
What thefuck is up with that those random poles on her cheek?
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>>896565
I'm not sure, I feel like it might be for some kind of dimple deformation or something
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>>896567
it is

File: dktf.png (1.42 MB, 1600x900)
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My retard brain is trying to learn how to environment model large scenes for games. Specifically with the cartoon style like this.

I can't find any resources on the internet how to do this. I'm interested in how they actually got this look of having color and height on separate "layers."

I looked at Eric's Artstation page and can understand he baked the normals, but specifically I want to know what tool was used to sculpt and color at the same time.
>>
What do you mean by color and height on seperate layers? The appearance of depth in a 2d scene?
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>>895025
https://courses.stylizedstation.com/p/survival-kit
>>
What a mess of a question, please slow down and start with the basics. You’re throwing random 3D terms left and right, it doesn’t even make sense.
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>>895170
Sorry anon. How did he get the base color and normal map to appear to be on separate layers of the rock and wood planks in the picture? Is this doable in Blender / Substance?

>>895092
Thanks bro but that tut is mostly using shader stuff in Unreal to light flat objects. I am looking for more of hand painted tutorials and with normal mapping techniques.
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>>895170
I'm not sure that's the answer you're looking for but if you're talking about the environment in the back, they're just more far away from the camera than the platform and character. But like this guy >>895170 said, your question is a mess and it shows that you need to get the basics first.

File: 1650738887677.png (2.16 MB, 2678x1506)
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What do you usually do to make skin look more like skin?
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>>893585
Little imperfections
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>>893585
Use the skin modifier
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>>893585
>>893587
why is there so much noise
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>>893695
Indeed.
Imagine asking a girl for coochie sin texture samples.
>>
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>>896481
skin*

File: 0.png (331 KB, 1481x815)
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Hello, I'm back.
This time, I'll try to make the game world...
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File: e.png (184 KB, 489x413)
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>>895765
convert to mesh
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>>895766
material
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>>895768
randomize
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>>895769
remesh
duplicate
resize
move
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>>896464
You have the steps for how you did the trunk, or was it similar steps?

I made a very high quality among us 3d model
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...
>>
cool
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First time going through /3/ and this.
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>>896309
XD same
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>>891954
Chud, you are the only who should go back to /pol.




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