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File: stupid.png (251 KB, 2462x958)
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i'm trying to scatter a bunch of cone shapes (which are animated to rotate back and forth) across a plane to look like grass. the tutorial i tried to follow used a node called "point instance," which i don't have, apparently the replacement was "geometry to instance," which i also don't have (i can't find them via the paths or via search, maybe they're in there but i don't know where).

what node, or series of nodes, is supposed to be the replacement for "point instance"? am i going about this the wrong way?
try instance on points....

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/wip/ - Works in Progress
- Collage Edition: Series 4 -
>And we're back!

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

Previous thread: >>890966

List of free resources: https://pastebin.com/cZLVnNtB (embed)
/3/ Discord for those interested: https://discord.gg/ujt5vtr4DE
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Are you a ycfcg student? Are you lost? nice work btw.
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Anything obvious showing that means this wouldn't 3d (resin) print, or be problematic?
Nothing obvious except for the normals that look a bit messed up.
Blender ships with an addon for 3D printing that does a bunch of automated tests IIRC, you could try that.

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why does this piece of shit take half an hour to "prepare shaders (9540)" while in Unity everything is instant?
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That's how it's supposed to be done anyway.
Because Unreal's a bigger, more powerful engine, idiot.
Chudcel, just switch to Unigine. So better than UE!
Stupid chudlet.

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I was wondering how much study and practice a piece of art like this requires. I just want to learn how to make a female character, be able to animate it and maybe motion capture/give it my voice for some private project I have in mind. Thing is that tools, online courses and programs like zbrush (Hirokazu Yokohara, the artist that made the gif i posted, used zbrush among other things) seems kinda expensive for a couple of projects. I don't want to be hired by any studio, so I don't plan on earning back the investment. Is it a waste of time/money? If not, do you have any recent and updated suggestion on where to start specifically for this? Thanks in advance C:
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Chud, is this for your nast,, shut in behind porn game like the rest of talentless /3/ does? Tsk tsk tsk
What's a good site I can torrent courses from for sculpting anatomy? I really need that.
CGPeers. I bought an invite on InviteHawk from some random pajeet for a 15$ Amazon Card. 1 year in and never got banned.
more like 3 months lmao
stop shilling it, you fag

This general is software agnostic. Come, discuss and ask all about sculpting in your favourite software

Tell me everything you think should be in the OP (useful links, FAQs, etc.)
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eyes too wide for head. if you were to proportion this stylised character realistically around the IPD she would have a pumpkin head, see pic, she would look wide angled lens distorted at all times

is this character meant to be asian (not sure because no monolid lel)? if so you need to widen the temples, asians have narrow rounded brows related to eye width which you've done but their temples are the same width if not wider than a Caucasoid, typically the cranium is a tad wider too.

i don't know where the style ends so i won't comment on anything specific but one thing, i think in both cases you should consider bringing the vertical forehead lines towards eachother (those vertical line things) and widen the temples a touch or keep the same depending.
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forgot pic
For your first sculpt, and your first horse head sculpt, it's pretty darn good.
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thank you for the feedback, true proportions/relatiants are very off, primarely because i just combinte things i like. So now i try to shift it towards something more asian like in DOA

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>Decide to setup a render before I go to bed
>Just finished setup and started the render
>Not even tired anymore

Why the fuck do I keep doing this to myself? Everytime I think something will take twenty minutes at most, it takes atleast five times longer. My sleep schedule is so fucked. Veterans and Pros, what do you do?
what does setup a render mean
are you just starting at 11 ?
if you are already loading something up to render why is it not ready to render ?
I have a set bed time and a 1 hour buffer before that in which I put all work down. When it hits that time I save and close the project, yes it sucks but you get used to it

If you work up until you go to bed you'll never be sleepy
Setup is creating a lighting scenario, camera movements, and tinkering with the rendering settings. I already have a bunch of finished models and animations, but they need time to get a decent render for, so I want it to process overnight so I don't wait during the day.

Sound advice. I'm too used to used to trying to squeeze in more work but as a result I loee sleep and get a bad start to the next day.
>Setup is creating a lighting scenario, camera movements, and tinkering with the rendering settings.
sounds like you're not spending enough time on these things if you think this is 'set up' for rendering as opposed to a stage just as important as modelling.
I am in the same vicious cycle anon. The feels.

I think that >>896040 and >>896090 are a good start. Even if you want to let the pc think overnight what usuallly happens is that you end up using the night yourself. That's why I encourage everyone to have a render node so they cannot be bound to the smae machine while rendering.

If you tink you have a dealine you passed and allnighter to getto next time add +1 day to that schedule EVEN if you fell capable of achieving it.

Yes I am also a slave to my machines. Professional cg work sucks because of that. I am usually jealous of chads that can produce the same amount of economical value only using their phones or gmail. 3D, CG and coding are the artisanal work of the 21st century we are artisans waiting in doom to be replaced by machines in this case AI.

That's why my short term goal is to leave this line of work and focus on sales. Manual labor, even with a mouse, tablet and keyboard is hard labor butslowly getting underpayed,

gg anon I feel you. brofist.

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It's finally here.


The city assets from the Matrix Awakens demo are also now freely available for all UE5 users.

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Check out the ue5 sample project. there are really cool fluid examples but they look complicated to me
which is good cause there are endless posibilities but jesus my brain is going to burst one day.
one step closer to your job being obsolete.
Not if you own the company.
Not really, just a workflow change

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How can I make 90s internet looking gifs (or animation that looks like them) ? Who made them even and in what ?

GIF related.

t. blender user.
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3DS Max always had simple physics sim. Later it got the reactor (havoc) physics addon.
Chudcel, do you intend on making xenophobic and racist gifs like these? Your intentions are starting to become scary the futher I read your post.
Just ask Wyerframes' lol
cristian cerón, you're literally not even offending anybody (who's not a terminally online "industry standard" schizo) , you're wasting your time and also just making a fool of yourself by posting your godawful godot indie shit "games" here and in /vg/.

i can imagine you laughing as you type an off-topic reply with the word "chudcel" while trying to bait whatever's left of this board in the shittiest way possible. however this does not work for me because i always hide your threads anyway, none of them are worth reading and most of them are just terrible bait posts. also, people make fun of you behind your back in multiple discord servers, you're literally a lolcow and nobody likes you because you never take any advice

whatever, i just find you quite sad and pathetic and honestly you should just consider staying off your computer for a while. also 3d isnt for you so go pursue something else
Textures were indeed frequently used in the 90s kind of renders, albeit simple looking or low-quality.

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Ive been working with 3D many years and currently work as a 3D generalist (environmental and character artist). Ive learnt a lot of software and after all this time I finally feel comfortable with max, maya, zbrush, substance, marvelous designer, unreal and so on.
I also worked as a freelance and in a couple of big videogame companies. Im used to the workflow most of the studies like to use.

But sadly these latest years all I see is Blender here and there. All the time, on every rig, tutorial, new plugins, shaders and all the amazing things you can achieve with it. I never touched it, I didnt really like it and in my professional career I didnt need it either. But right now I feel like I hit a wall and Im going against the stream. Like everyone MUST use it and everything you need is already there.

I know 3D has been always like this, updating yourself or staying old and not adapting to the industry standards.

Should I start learning Blender? Is it hard to learn? I know its not Houdini but I became lazy all over the years.
I dont want to start another flame thread or asking which software is better or not, Im just sad I cant never rest peacefully with just 1 single program
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Blows my mind you still need to go to X ray view to select backfaces
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Just use what you want to use my man.

The reason Blender is really starting to ramp up with so many high quality projects and tutorials and talk is because it's free and there's an entire group of people now who literally grew up using the software for the last 14 years.

The community overall seems to take joy in sharing what they've learned which is definitely not the case with most industry fags I know that protect their workflows or little tips like it's a CIA file on JFK's head exploding.
I'm glad Blender is gaining a lot of ground in the industry because *someone* has to stand up to the Autodesk regime.
>these latest years all I see is Blender here and there
Since 2.80 humans can now use Blender and it's getting closer to meeting 3d software standards
Oh and it's free
your software is industry standard, but your mother's poop hole is open source

Is there any 3D engine that can do actual realistic chainmail? I don’t mean the ones where you have to hide the edges.
Stupid questions thread is over there
Nvm I think I’m onto something after trying all night. I got a small square of links working.

What sections of 3DCG work are certain to be automated soon, in ten or twenty years, in your opinion? Are there any parts of 3DCG work that you think are inseparable from human input?
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>Computer art is and will always be worthless.
Machine learning is still in its infancy and has started developing rapidly only a couple years ago. I have absolutely no doubt that in the near future it will be able to create shit appealing to the masses of normalfags like characters for Youtube babby cartoons, ads, popstar album covers and flyers, shit, even pop music itself. Why? Because all that shit is already formulaic AS FUCK. Nothing is left to chance nowadays involving shit like that. Those creations are made following strict guidelines to minimize design time and costs while maximizing impact.

True GREATNESS will still involve the human factor, no doubt but the cookie cutter normalfag shit, yeah, that will be 90% automated because it already is pretty close to being automated because of the heavy framework involving that shit.
You don't understand.

Forget the technique for a second.

Do you see anyone comparing him or herself to a computer in any way for anything in society?

I don't think you or anybody does.

It's not about appeal itself. It's also about effort and where such production came from, who made it, etc.

In reality, the moment someone knows a computer has made an art piece, it ceases to be valuable on the spot.

Why would I give any worth or value to something a non-living being has made?

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>In reality, the moment someone knows a computer has made an art piece, it ceases to be valuable on the spot.
In reality it will go down like this
>general concept of characters will be discussed, quick sketches done
>quick characters will get generated based on base parameters that then get further discussed
>changes will get done by changing parameters and/or some manual work but overall instead of doing everything from scratch the average "wagie artist"'s job will be to define base parameters and shaping the thing/fixing issues until it reaches the final design with (almost) all technical shit made ready for animation

Since there will be still designers at work literally no one will care that more shit got taken over by a new toolset which happens to be AI nor will the average design agency "advertise" that they make heavy use of AI apart from maybe a couple meme studios who make this their whole thing.
Do you see normalfags getting mad at artists because they use digital brushes that create a pattern with just one stroke or getting mad at artists for using color grading at the end instead of autistically getting the color hues and mood absolutely perfect as they go? Or do you see people boycotting a movie because the artist started out with T/A pose basemeshes instead of starting out with a box or a sphere? Because basemeshes are universally used by now.

AI will become another tool of the designer that will shave off hours or even days of work depending on how much they can get away with. This is no doomfaggotry, it's simply a change how things will get done and computer tools have kept evolving since literally they got available.
Again, all this is from the AVERAGE wagie shit job perspective. I am fully aware of the fact that people who're in for the ART itself are allergic towards automation, rightfully so.
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yeah of course. if you're saved you'll have a 1000 years in the millennial reign to create masterpieces like this one. And literal Angels advising and aiding you. After that you get to go to heaven, and what it's like there nobody knows. But I bet it's pretty sweet.
Automation will only be a helper tool for procedural generated stuff or else we get shit like this https://www.youtube.com/watch?v=ngZ0K3lWKRc

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Hey guys I finally managed to make a horned trex inside this awesome software what do you think about it? Im really super into dinos and stuff so i want to make dinosaurs
looks good bro
Haha thanks dude im gonna post more dinosaurs later hope youll like them too and il add them to my collection
Dinosaurs are based, good work private
is that Mudbox?

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i hear a lot about 3ds max, maya & houdini, but Cinema 4d doesn't get mentioned as much lately. What is it known for? What does it do better than other software?
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Davinci Resolve Fusion took over. It works better with blender3D.
The Enterprise studios use Foundry Nuke3D.
Because Cinima4D relies heavily on adobe apps it's not worth learning.

That's because you don't use multiple software that homogeneously work with each other. You don't know the pain this causes us.
Things are easy to figure out, the ui is easy to understand, default layout is great. Its comprehinsable, smallest learning curving and much usability. Everything about c4d to me is *cough* *cough* "agreeable".
Where to pirate though? I am not sure I believe those 500mb exe file packages on public trackers.
What I did a few releases back was download an offline installer from maxon website and then downloaded the crack separately.
The installer should be a full version and I think this method should still work.
Few issues:
you have to make an account to download the installer
they only have the latest installer, so cracks for older version might not work, i.e. current version installer is S26.014, latest crack might be for S26.013

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Like picrel. Should be literal public domain Freeware for this in 2022. I am asking because I don't want viruses and I'm gonna make vaporwave art.
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feels more like 6 times.
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Spectacular bait
Blender is used only because it's free. Nobody would pay for this amateur shit app.
How did 3DS Max become so much more professional or Cinema 4D, if they were developed by a small team just like Blender? Better vision??
Blender is actually older (1994) than 3DS Max (1996) (if you don't count the DOS predecessor.) LOL. Also MAX has always been a commercial product while Blender gained commercial support only recently. I always tried Blender on and off but I just can't get used to its paradigm. Max interface always made so much more sense to me.

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Real talk - is Cycles X good enough to get a job at a major studio?
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the studios use katana retard it doesn't matter what other stuff can do

Give up, you have no chance.
People use houdini /stage/ as an alternative to katana and loads of industry dudes say its better for pure cg
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Studios use Renderman / MR / some other gay shit that doesnt matter
Blender will NEVER get you a job, because it's so low quality, and so are the people using it.
Laptop as a daily driver will turn you into a Skeksis.
YOU have to be good enough to get a job at a major studio, not some tool...
Also, no.

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