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File: 1693450762349103.webm (2.71 MB, 720x720)
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Blender noob, anyone know where the source of this webm is or how to achieve an affect like this? idk if it was made in blender but damn it's impressive looking
the geometry proximity node is probably where I would start my investigations.
using projections for a displacement map.
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How do you get actually good shoulder deformation. I need a no fucking around, honest to goodness shoulder solution. Preferably one that's compatible for Blender. But if you have it in another program, I may be able to re-engineer it for blender if I only knew the steps.

I swear to god if you link me to some lame-o tutorial that has a mediocre solution, I'm going to be so mad. I want something REAL.
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Figured out IDs. Now I can manipulate the empties individually.
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>How do you get actually good shoulder deformation. I need a no fucking around, honest to goodness shoulder solution.
Not a problem! Use a muscle rig with FEM. You can do this in real time, too. Here's a view of a basic rig - muscle and bone only here.
I can get the mesh to parent to the empties. The empties are parent to the bones. Thus, the mesh moves with the bones without weights. Using the sample nearest node, and setting the sampled index into ids for the mesh, it works in a weird way.(I'm honestly very confused by th the sample nearest node. It's like magic, and I can't control it well.) the problem, is that I can't get the mesh to rotate. I figure it should be possible using the vector rotate node. The vector rotate node can make all the empties center points, so all points rotate independently. But I don't get what math is necessary to make it rotate properly. So it's all wonky. No matter what I change, it comes out wonky. I need to somehow get the proper angle.

I also made the resting empties extrude a line to the posing empties. Thinking that perhaps having an edge that extends from the reset to pose can help with alignment somehow. But that idea isn't working out either. You can see the line. There's also a line you can't see. Extruding from the resting empties to the origin. My thinking was that I could use the two lines to get a dot product, because the line begins perpendicular, it essentially starts at a dot product of zero. And then approaches 1 when the two lines face the same way. Giving me a clean way of measuring 0 to 1. And then I could multiply that into degrees, and that would give me the rotation. But I can't put that together. I'm too fucking stupid.
Phew. Look at that. The mesh is moving along with the bones, except the mesh is not parented to the bones. There is no bone weight. Zero weights whatsoever.

I found a node called "Instance Rotation". https://docs.blender.org/manual/en/latest/modeling/geometry_nodes/instances/instance_rotation.html
It grabs all the rotational data from the empties automatically. I don't have to worry about coming up with some wackadoo math solution to do that now. It just werks.

There's still a problem however. That I have two empties occupying the same coordinates, at the joint. And so the "Sample Nearest" node has to decide which one to sample from. Coincidentally, it sampled in a nice clean way.(After I changed some names to fix the order) But I can't rely on that coincidence. I need to figure out how to make it sample it right no matter the circumstance.
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Almost no progress. But saving thread from page 9.
I'm just trying to figure out how to make the mesh blend cleanly.

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A lot of people are saying that our precious Blender will become obsolete due to AI in about 3 years time. How much are you willing to bet that this will come to pass?
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siiiigh, guys. C'mon, learn a little something from the struggle and pain the Luddites went through. Their name is an insult these days, but they had a very legit problem. Autolooms took their jobs.

But you need to know the details. They were middle-class professional guilders. Weaving was a valuable skillset . A whole hell of a lot of people were employed to work the autolooms.... but it was street urchins. Children. Cheap, expendable, replaceable. When they were hurt in this pre-OSHA hellscape, they just went and got another child. Like a broken cog.

I mean, fuck dude, look at this tool. That shit ain't easy and quick. It's a tool. But rather than modelers and animators, it'll be 2 year tech school grads and masses of unschooled Indians. The horror the luddies went through is from their skillset becoming worthless.

The industrial revolution was an overall good thing, just like generative AI. But it'll be a real kick in the pants for people who invested into things which can now be automated. Just like last time.
>The industrial revolution was an overall good thing, just like generative AI
Sorry but theft isnt a good thing. Try again.
AI can, or is, learning 3D from 2D images. The AI technology that will let us prompt 3D models won't be trained on vast amounts of 3D models like the image models were. Also with 3D models, the geometry itself, you can have an AI interpolate assets and create variations to learn from anyway. Basically you're wrong. There already are 3D models, 2D diffusion models have some idea about the 3D world, and modelers will be joining the artists soonish.
It isn't theft.
anyone tried https://www.kaedim3d.com or similar?

How much time do you spend making a character model from scratch?
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Few hours for the parts I know how to do, few days for the rest.
NTA but that's the Australian English dialect.
I really wish you retarded coomers would stop posting shit like that on this board.
Like a week. That is not the amount of time I actually spend working on the model, in fact I like to work on it and then let it "simmer", let it rest for some time so when I get back any issues it has are more obvious.
Character creation is a lengthy process and one shouldn't be ashamed to take their time with it

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how do you even achieve this type of lighting in blender?
I tried using a more overcast hdri file for the background texture lighting or whatever you call it but that kind of just sucks out the saturation. Adding lights just make shadows that are too harsh.
27 replies and 4 images omitted. Click here to view.
You now you can literally just up the saturation of your entire scene right? Like in blender itself
paint flat textures
use textools paint base to generate occlusion
Try setting your texture color space back to SRGB and then change the view transform from Filmic to Standard if you haven't already. See here:
I told you there was no lighting a week ago you stupid faggot.
yeah but I was too lazy to try it out til now.

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What can I do to add or connect that angle to the wall I trimmed, maybe I am doing the piece incorrectly idk I cant find the guy on youtube to explain me this thing
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knew this would happen
that means not only are you annoying and retarded, you're purposely doing it as well. why don't you throw yourself off a bridge, you nigger?
Before that I have to learn how to use this program so I can build mechanical stuff and with that they can create 3d printers where you can print your 60cm dragon butt plug
What program is this? Looks ancient.
its Catia V5

File: anime is now real.webm (1.43 MB, 728x512)
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This deserves It's own thread, since it's a major news.

Today anime video is basically a solved issue similar to the stage where Stable Difussion was when It released 1.5 model, back in October last year.
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Why haven't you reported this retard obviously shitting /3/ catalog yet is the real question. He has 12 fucking active threads. How many threads does he need to make for you react? 12 more? Until the whole catalog if filled with his threads?
wtf cute
Slightly janky but cute, hope it improves with thme
This shit is fucking horrible, there's no temporal coherency. NVidia already has a decent way to handle this, why is every retard trying to do everything from scratch?
>why is every retard trying to do everything from scratch?
>ok, we'll stop bro, if you can just convince NVIDIA to share their source code with us. Promise.
I can convince them for you, let me call them!

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these are 3d models made in blender by a guy named RoxyYTP of some old reaction youtuber, anyway thought they were hilarious so here you go
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>giant charmo
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reminds me of big red from yume nikki for some reason
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>bleaching my eyes after this abomination

Fuck off RoxyYTP If you are not him that's even sadder.
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Kirby I made for a SculptGL /v/ thread.

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i've got this little 3d rendering in sketchup.
there's a flat circular surface with concentric rings.
the rings that are lower i want to have filled in with a kind of glue or something, so that it will bubble up and harden like that and be raised higher than the rest of the surface
so i basically want raised concentric rings that are curved instead of straight
it should look like liquid with high surface tension keeping it from spilling over
how can i do that? is it even possible in sketchup?
thank you for any help you may be able to give

Can /3/ make horses?
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Don't know how you guys do it
best work on /3/ right now
post a censored version here and an uncensored on catbox.
The very first pic itt is just a penis with no horse
You can just link it?

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Why is this board not talking about this?
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Prices are going up. Something about this guy....doesn't seem right
He probably needs to hire help to handle tech support. Even though the indie price barely covers just the parasolid license fee people will expect 1-on-1 premium support, not only a discord chatroom.
he wants to end 1.X update support that we paid for at literally 1.3 and go straight to 2.0, cutting off all updates for people who paid. This guy is quite literally scum of the earth
Oh, he's doing what CSP did. Yeah, that's not a very savvy business move. Much better to just offer one year of support and have a quarterly or bi-annual release schedule.
He is switching to that at the 1.3 update, but screwing over the people who bought before that, like me, who just bought 1 month ago and were promised all 1.X updates, thinking there would be a 1.1 - 1.9. Fuck this guy

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How is the cg career going anon? You did spend time over the past decade plus working on your skills so you aren't made obsolete by AI or you aren't stuck doing shitty monkey work for the next 35 years. Right?

Please tell me you've paid off your house and don't have a 30 year jew chain still around your neck...
I unironically wanted to get a career in CG while I was finishing up my degree. I always enjoyed the process behind world/narrative building.

I realized however that since I like CG work I really wanted to keep it as a hobby.
If you do something you love right and there is a potential, the money will come.
If you do something purely for the money, then your work becomes something you create so you can sell, and in turn from my experience the work suffers.

I have a good separate career where I can transfer my design skills, and I have peace of mind about my future for myself and my family.

Sometimes you got to pay your dues to do what you really want, and that is OK.
if you aren't robbing a liqour store at gunpoint to pay for a personal render farm do you even belong in this industry?

my career was over before it began, since i dont live near the industry and my money conversion rates get absolutely mogged by people living in the 3rd world who are willing to do the same job as i do (1st world)
this is a Cris thread, he has his own thread too, please just ignore him.

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I download this Rouge pic long time ago on this board, but i can't find the author at all.
It might be the only model with a good style.
A thread died for this
that's a big clit
i used to follow that artist on twitter, think i unfollowed them because they kept posting hyperbooba cringe. anyways if you look for big titty vrc avatars you'll probably find them, can't remember their name.
It was worthless anyway
Ah damn, thank you

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>being against AI tools
>Calling it a fad like people called the internet a fad
>Not beginning the learning curve on these tools early while everyone else is in denial about being obsolete
>muh true art
>Muh ai aided art is soulless

Why are most people so narrow-minded? In the same way you're calling ai tools soulless you could call 3D rendering soulless. It's like calling a hammer and chisel soulless because the sculptor isn't using their bare hands to carve the stone. This shit is so obvious, how can you not see it? Are you so emotionally invested in your current worldview as to be left behind by new innovations rather than adapting to them? Aren't artists supposed to be the open-minded ones ready to propel forward the culture and methods of expression?
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>more schizophrenic prattle
This is really entertaining. You are coping so much.
I don't dislike AI, but you are not the artist if you don't do the illustration, you are in the rol of a commissioner at that point, so as an artist I prefer making art, I am not a musician, but if I want a beat and I prompted a beat, that doesn't make me a producer, I am just a commissioner, the Ai is the artist there. This is a board for 3d artists and not comissioners of course we are invested on making art, that's what an artist does.
>muh this
>muh that
How 'bout muh fuck off, buzzword using imbecille. If you liked using AI so much you wouldn't give a shit about those not using it, but here you are because the fact someone thinks otherwise makes you so incredibly insecure, you're the kind of nigger who feels confident doing something only if EVERYONE is. Pussy
are you rage baiting or just retarded?
>you're not the photographer if you don't do the photograph

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Does anyone use this?

Why the fuck did the devs forget about adding the current value you are at when manipulating something? Like you are rotating a model but you cannot see where you at. You want to rotate to an exact 90 degree? you have to manually punch it "90" on the box, you don't see where you are in positions xyz as well too. This is fucking retarded.

Then there's the fact that loading rigs removes all previous keyframes. Having a rig loaded doesn't allow you to upload animations too. So if you want to use a walking cycle, you have to disable rigs, load the animation, then load the rig again, and each time you do this, you lose all keyframes, how the fuck do people use this? I don't want to manually make walk and run cycles all the time. I want to make the dude look like it's from HL2 so I just want to use the sequences included for walking and running, then when I want to do some specific movements I want to load IK simple biped rig and move stuff, but when I do this, the fucking "Bookmarks" disappear so I cannot tweak anything I did previously, since trying to modify motion lines without seeing where the vertexes, or keyframes or whatever the fuck you want to call it were, it will just make things jerky and fuck things up.

I still want to learn the workflow for this before I judge. I always wanted to learn this, I just love the Source engine aesthetic. And no I don't want to do porn but an actual normal animation. I've already seen the tutorials, the Valve ones get too aspie sometimes, like the pose to pose tutorial using 2 cameras at once, who does that. And then some people use the motion editor, others the graph editor. I just want to use sequences for movements, and have IK for the rest. Any experts on this?
You're supposed to load rigs before you animate anything.
Make sure you picked the right one before hand, or use the mets rig which is universal.
For cycles you're supposed to be using splines and no baking. Getting them to loop properly can be a bit tricky, but copy pasting to the end of the segment mostly works.
The motion editor is supposed to be a finalise step for the final animation after you chain segments you made together or bake it into the final animation.
SFM workflow is destructive that's something you just have to live with, for that reason save often.
It's 2000s abandonware so don't expect more.
As for using for something else than nsfw animations, you might want to look elsewhere.
The whole reason why people use it for that is the straight forward bone parenting system and nsfw models on sfmlab. If you don't need those there are simply better options.
It's because I already have so much experience with it that I keep using it for fun. I don't recommend it to new users.
while i never reached height of cinema. I made a semi known short film with it. And worked for *AGES* on a sequel

it was while working on the sequel for way too long i decided it wasn't worth it to put up with SFM's jank, and i cancelled the sequel for good as well. You're doing so many extra annoying steps, by essentially porting stuff into a game-engine just to use SFM when the same effort can achieve much better results in other animation software
If you care about quality of life, fidelity, documentation, or quality at all then SFM is simply not the software you're looking for. It's old, it's niche, it's abandoned.
It's a toy. Treating it like a tool will leave you frustrated.

You either enjoy the janky simplicity of using it or you move on better software.

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