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So I decided to do something totally different from the 3d I'm used to and started learning MD. I've made a few cloths now and am quite happy with them, but I'm a little stuck for inspiration, so I figure why not get inspiration and maybe help out someone else here.
Post some pics of cloths you want making and if it like them I'll make them and share the files afterwards, it's not going to be fast. Takes me about 2-3 days per set. If you want it for a specific avatar i'll need to make another version but shouldn't take me too long.
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im guessing MD lets you export the clothing as obj to use in different 3d package right? RIGHT?
nobody other than 1.5 clothing designers would need it otherwise lol
Filename cracked me up
thanks, anon
when times get rough her pure smile and thicc thighs let me know there are still things worth living for. like a cute little human grilled cheese

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What is the worst part when it comes to 3D, and why is it rigging?
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Its facial rigging.
but it is
Rigging isn't THAT bad, there's a lot of great plugins that try to do as much automation for you as possible. I remember having to hand make ALL my own rigs before and that's a nightmare. The part about rigging that definitely I despise the most is weight painting. Absolutely asinine.
show me your shoulder rig anon

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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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B-but that amazing furry porn animation will give more than U$10.000 and they they will be able to pay for... uh, maybe he´s better off animating by hand?
You will get fucked by technology soon
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:

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yesterday i started learnig blender following the tutorial ofBlender Guru on YT. this is my first model. what do you think?
This is why Indians shouldn’t be allowed on this board.
Its your fault for turning them into the first workforce of Sillicon Valley, stupid americans
blame rich people not that random anon. He's not the one employing them.

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Hey guys I want to start 3d modelling but I can't find any good tutorials.
Can you help me with links or tips?
thank you very much and sorry for the engrish it's my second langage
Fuck off pajeet
Pavlovich on youtube.
Start with the russians
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thank you very molto.

How was the experience?
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It would be waste not to.
He really likes Mewtwo huh

It's in art galleries and in public locations. It doesn't get much better than that for a physical sculptor
Shows what a sad state the world is in.
>So you say the god you believe in is a degenerate faggot
uhh yeah thats obvious retard. the dude kills like 40 million africans a day he doesnt give a shit

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/3/sources General
- Teapot Edition -

>Pastebin with free resources

>Last Thread

Use this thread to post any free resources or anything else that you'd want to share with your fellow anons. Textures, materials, brushes, models, references, tutorials, anything that you think might benefit another anon, please post it here.
It might help to check the Pastebin before you post, in case there might be duplicates, but it's not a problem if you don't.

Almost everything on the Pastebin list should be free. That doesn't mean it's CC0, so if you're wary about copyright, it might be a good idea to check the license of what you're downloading first.
Some sites may require a signup, and some might be sites that are "free" but limit how much or what you can download.

Comment too long. Click here to view the full text.
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Here's a great site for people that want to use real-world dimensions, but have trouble finding them for random objects.

It's in the pastebin, and I've been using it for a while, but I don't think it was ever mentioned in any of the threads.
It's pretty useful to find some rough/basic dimensions at a glance when making objects. It's not a blueprint site and it doesn't give you every little measurement, but it's perfect for getting the right scale for things so you can keep things consistent in your scene, or build a library of objects.
Meshroom is very interesting. I have downloaded Meshroom but I'm yet to use it. I'm skeptic about it because the other photogrammetry (paid) software I used in the past was bulky AF. Meshroom is super light in comparison, the results in the youtube videos look fine, but I dunno, seems a "to good to be true" situation.
Thanks anon
thanks anon
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Does anyone know where i can get this model?

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Anyone here use Redshift? I think it's the fastest and best renderer out right now. Advanced per object flexibility that rivals V-Ray, faster volumetric rendering than any other renderer, of course every industry standard rendering feature you want (it supports photon caustics. ARNOLD doesnt even support photon caustics)

AND ITS ON SALE UNTIL 6/26 https://www.redshift3d.com/blog/summer2020/

LOOK AT THIS SHIT. ITS THE BEST RENDERER https://www.redshift3d.com/product/features#all
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Arnold is slowly catching up to become the best renderer, while redshift is faster right now arnold is just better when it comes to SSS, volumetrics and motion.
Redshift is pretty fast and looks good, but not as good as Arnold, in my opinion. Hopefully, with the introduction of OSL, they'll get to implement other BSDFs and it'll become easier to get custom, better looks.
Just like I thought, you had no answer because you simply can't.
Why are you replying to yourself?

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How do you rig for these deformations?
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>future UE's FEM lattice
Uhm what? Never heard of that, imma look into that.
Also, boobjobs is always best done by manually animating the breasts tho, there is too much collision to handle for a simulated system to be able to handle it well. And yes, its me.

>do you have an experience with epic megagrant?
not really sry. But I can imagine itll take a bit more than just a video with some walking character. Best to check out what former megagrant participants have submitted - especially those who won something.
>And yes, it's me.
Damn that webm is just gold, the way those spine pivots is interesting.
5bodies for each melon got me like hnggrrrggh God thats a lot of skinjob. I use one physics body for each boob so I only get to adjust shape based on inertia and gravity but collision is godawful. Im going to have to wrap this rigging phase and move on to skin shader, I need to get a prototype going soon or else Im stuck with perpetual indie RnD and risking total burnout. Talking with you is really cool it got me really pumped, thanks for that. And I attached pic, kindly some feedback? thumbs up or down?

>imma look into that
google unreal Finite Element Method implementation, fancy name and all that it's just a lattice deformer isn't it? IF I'm correct, it works with vertex shader meaning computed with GPU(huh??).. anyway you definitely know where I'm going: you use rigid bodies to approximate collision, then use vertex color to mask region that gonna fake highres collision with shader on SK mesh! Unless I'm totally deluded, thats true real time soft body.. right?? sounds too good to be true now I'm worried if it is.
> the way those spine pivots is interesting
eh, its a very rudimentary spline setup I made that works a bit better than the one that comes with ue4. The pivots arent good but it was just to have some point on the upper body to grab and rotate to check out them tiddies.

>God thats a lot of skinjob
Not really if you know how to go about it. You can use your 5 bones to skin a cutout of the boob which should give you a pretty solid autobind, and then copy those over to the complete model.

>I need to get a prototype going soon or else Im stuck with perpetual indie RnD and risking total burnout
Yeah do that, you can always go back and improve stuff you already have later. Its healthy to keep pace and progress. I wish our project would progress faster too, but well, some things just need time.

>kindly some feedback? thumbs up or down?
I like how much it is able to adapt to the overall torso orientation. Looks really good considering its just one bone :O Its a bit strange how it doesnt feel like immediate physics but more like a "hardcoded" animation that triggers after a certain degree has been reached. How does it work?

>Finite Element Method implementation
Ah that thing, yeah saw the demonstration back then. Looks really promising. We are definitely gonna do some reasearch in that direction. I hope UE5 introduces this in full production volume.
i if if if if you claim to be second best , who dares to claim to be the first. I'm serious, who else polish their game rig like this? Can you give a couple or at least one example? y-you set the bar too high man..
jk, imma make mine do that too one day.. I hope. (not kidding with that example query though, do tell if you have someone you look up to, might be an eye opener if there's any, and I'm not baiting for arrogance I swear)

>very rudimentary
0_0 wow.. said something about pivot because I thought you did the same I did, I gimmicked the spine02 and spine03 hierarchy to mess with the pivot for better T4 compression and ribcage swerve. Haven't got the chance to play with UE spline sadly so I won't know if it would give me a headache down the line or not.

> "hardcoded" animation that triggers after a certain degree has been reached. How does it work?
The hardcoded like feeling is, I'm sure because I used 1:1 lerp on the constraints, and the trigger like feeling must be the clamped rotation range. I might be able to ease everything with custom curves for when I get them assembled in UE.. As for how its done I have the tentacles (not an intuitive looking one ofc :D) read and act on all transform of the rigidbodyconstrained bone, literally all available, rotation, translation and scale. Used 1 bone in blender to get those transforns but might need an extra bone in UE because I suspect phat constraints are not a bone. Wow I'm rambling, I hope I'm not wasting your time, habit of me and my twin brother whenever we have an itch to solve.
>We are definitely gonna do some reasearch in that direction
>I wish our project would progress faster too, but well, some things just need time.
wishing it done, well received, and a success. Cheers!
New thread since this one at the bump limit.


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>tfw I still remember people talking about blender back in 2008
>tfw opening my first blender miku file and confused about the crappy 2.49 GUI
>tfw being excited back in 13 because I saw an animu waifu model of the tsundere loli of lucky star showcasing the freestyle new technology
>tfw being with blender since them
>tfw seeing spring (2019) and comparing it with elephant dreams (2006)

It took a long time since then, but I'm happy I stuck with blender.
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I used GMax as my first 3d program. Almost tried Milkshape but didn't.
I'm an old blendfag from 2.66b, after coming from Softimage 2013 (my meme college made us learn that while everyone used Maya)
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>tsundere loli of lucky
I need that, please!
As someone who learned blender in the 2.49 era, not much has honestly changed to the core workflow since then. Just improvements in ui layout and new features. The core of Blender has been remarkably stable for a long time, and I never had any issue learning the new ui except for retraining myself on what buttons are located where.

I find it interesting how many people coming from other software report how big a difference the ui overhauls made to them, especially from 2.79-2.8, which to me felt more like just a big bunch of small quality of life fixes + eevee

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Hey guys
trying to import an alembic from C4D into marvelous designer, but as you can see, there's only like 11 frames of my original 120 frame animation and the geometry is all fucked. any clues as to what I'm doing wrong?
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Is it possible to export a rain particle system as alembic and make it work in Unreal? I've only seen some examples with water splashes, but I don't know which object to export here. I don't see anything in Unreal.
nope, doesn't work
So it only works with fluids huh? I'll need some small water stream for a scene as well and so I might use this technique for that instead of niagara. It's not for a game and I'm trying to achieve the highest quality.

Is it even possible in any way to get raindrops to collide and slide down the objects? Actual particles, not cards. I'll just use shaders if it's not possible, but I'm interested what's Unreal's limit with VFX. Ideally I'd want to get as close as possible to Toy Story 4's rain scene, but that's god tier and I can't even comprehend how it was done.
I tried to get an animated mesh into UE4 recently but i failed to get anything in via alembic.
Cached mesh in alembic is still an experimental feature.
Unless I missed something, toy story wasn't realtime. It was probably a particle system like phoenix and renders traditionaly

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How the fuck do you pull off UV maps this perfect?
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I still do a lot of editing on the 2D canvas itself anon. That is the very reason why I don't like that style of UV's.

When you operate on the canvas itself you get a lot cleaner and more predictable result if the texels are more uniform.

If I was told to go with Op's style of UV's I'd make my texture oversize on a uniform size texel unwrap and then bake the finished texture to a secondary UV set containing them 'maximize the texture space' UV's

>maybe with some rough detail guides so the 2d guys can make sense and paint more easily.

I like to bake the normals, occlusion and render a UV template overlay so I can always see where I am.
Thats a random offtopic video that applies only fore assets that reuse textures.
Also man, nobody in the industry gives a fuck about textel density, you make your textures one res and then bump them down by a factor of 4 2 months before release.
egh there's a lot of room for improvement.
The answer is to make an imperfect UV map with an automated tool and then manually optimize it.

Personally I just use UV master in zbrush and accept w/e it makes
>Thats a random offtopic video that applies only fore assets that reuse textures.
Did you even watch the video? Jesus Christ

>nobody in the industry gives a fuck about textel density,
Ah yeah, now I know you're a fucking retard just for saying that. You can't apply your stupid blendlet logic to everything.
>Thats a random offtopic video that applies only fore assets that reuse textures.
Are you actually retarded?

>you make your textures one res and then bump them down by a factor of 4 2 months before release.
I ask again, are you actually retarded?

Texel density is not about texture size or whatever is in your mind right now... Its about parts of your model looking like a jav video, because you stretched the UVs like the bellend you are and one poly contains X pixels while another contains a tenth of that.

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I made a snowman, guys! Very proud
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Nice work OP.
I remember my first 3d snowman back in 2008. It was one of the first things I made.
Keep at it anon, and go far.

>Where's the know-it-alls with their insults and software wars?
OP is clearly someone that's enjoying /3/ for the sake of enjoyment. There's no fault that can be given for the purity of this thread.
If it was some fag asking for free porn models that's never touched a 3d software, or some retard asking how to shot web, then there'd be a problem.
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added some weird snow for u op :p
this is my wallpaper for today. thank you
Thanks man! Looks really good :)
great work!

I remembered my first 3d model was just a cross with some bevels, and it's already painful. This would make my past self jealous.

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Should I make a skeleton every time I make an organic character to eliminate guess work
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If you still need to guess, then it means you haven't internalized the skeleton enough
ok redditor
how do I internalize a skeleton all my renders end up looking like aliens :(
Dangerously based
remember kids, sagэ and нıdэ
>how do I internalize a skeleton
All advanced artists do, at some point they just stop drawing the structure and jump straight into the final-esque drawing skipping all those steps. Write Kim Jung Gi in youtube to see what I mean
пpивeт :+)

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How far can you push the anatomy of a design before it loses its appeal?
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depends if you mean sex appeal then there is a limited range of options. otherwise you can use almost anything for comedic purposes
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as far as you want as long as it's consistent with the art style
The appeal of stylisation (or at least how I've discovered it) comes from the familiarity still present. A stick figure is appealing as a result of its abstratcted human features being naturally exemplified.
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Absolutely based, let's just say 2 years ago I worked on a popular PBS kids show and got away with an entire season where the kid models had fully detailed Twinkies and Virginias underneath their clothes and nobody noticed.

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