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File: ewq.jpg (73 KB, 1273x719)
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THIS is peak level modeling and animation, how can I achieve this?
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what do you mean? the movie is unironically good, the design of the characters are rather simple and the budget is clear, but the writing and the action scenes are god tier. it's not hard to see it as a masterpiece at all
>the writing and the action scenes are god tier.

I suppose we believe in a very different pantheon of gods.
Post your work
I am >>743728 >>747037 whatever that has to do with anything. To me Lew's animation skills are real and his perseverance is impressive.
But his cinematography and choreography doesn't hold a candle to the leaders in that art, which is what the term 'god tier' implies.
It's not that Lew is very bad at it, it's that there are people that are magnitudes beyond what he has on display in that department to warrant such a label.
Guess my point is Lew is only perceived as extraordinary because he did all of this alone (which is extraordinary)
If this was made by a studio it would all be recognized as rather mediocre and forgettable work.

However calling his writing 'god tier' is an insult to screenwriters. Writing a screenplay, as opposed to making an entire animated movie, IS a one man job.
And there are thousands of people in this world that are more talented at that task than Mr Lew.
All I recall from Killer Bean Forever is that it contained lot's of tame high-school level humor and obvious gags.
i'm >>751462 but not >>751509, i don't think showing your work would change anything in this case lmao

>Guess my point is Lew is only perceived as extraordinary because he did all of this alone (which is extraordinary)
yeah i agree and that's mostly my point. it's rather impressive the quality he managed to achieve (in some aspects more than others), but what i like about the writing is how fitting it is with the rest of the film and how it works in favor of the atmosphere of the movie the way i see it: a rather low budget piece that impresses every now and then by the contrast of its cheesy story and character models to the fluid animations and (here we seem to differ in opinion) rather smart voice lines and jokes. it's good to me for the same reasons i like tarantino movies. it's, within it's scope, a masterpiece

With the advancement in real-time graphics technology these days, how feasible would it be to produce a high-quality CGI movie or series using a game engine like Unreal Engine or Unity? With the advent of technology like real-time ray tracing and the recent reveal of UE5's Lumen and Nanite, I think it would be amazing for smaller studios and animators being able to have near-offline rendering quality at real-time rendering speeds.
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Yeah, I like his workflow A LOT. So inspiring.
They're already using it for backgrounds in shows like The Mandalorian. It's coming, shows and films which are basically in-game cutscenes. Amazing.
I want that GI, pronto.
Literally none of those caveats are an issue when it comes to answering the question of 'are realtime engines viable for producing quality CGI movies/TV series?'

To which the answer is obviously yes.

It doesn't matter if the scence runs at .5 FPS when you are rendering it to a video file.
people are already doing it with unreal as is
it's only going to become more common

>Model comes with bumpmap
>Desaturate the diffuse and use that for bump instead
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everything wrong with you

Yeah, you're right.
>he uses bump map in eevee
Pretty much what I did in the 90s until I started to take this more seriously.

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Let's talk about the state of 3D in anime.
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It's immature directors thinking it's 'max cool' if your characters are depicted as the most ultra badass ever.
After Matrix everyone was fighting like in the 'lobby scene'. Now John Wick is the rage so everybody try to mimic that style of close in "jiu jitsu with guns" type action.

Then you have a director who knows nothing about jiu jitsu and nothing about guns and still want "just like John Wick", and this is the result.
Also Biogazard aka Resident Evil comes from Japan and the Japanese eat that shit with a spoon, in japan fighting is not about efficient direct action, cover and deception.
They want lot of "spirit" and emotion with big flowery displays and intense staredowns with lot of wordy dialouge and grunts and moans.

Which becomes super silly when dialogue exposes takes place at gunpoint where people keep pointing weapons at one another while holding fire with ever increasing intensity.
To be fair to the series...this was exactly what was happening. He did NOT want to shoot him dead and did not aim for center mass but rather incapacitate him by shooting at his legs.
spot on.
>It's immature directors thinking it's 'max cool'

No. It's immature audience who eat this kind of shit up. What John Wick did was make actual fighting look cool. Then they ruined everything with its 3rd iteration going into absurd territory. "Fuck techniques, if it looks cool let's keep it."

Truth be told you have to know at least a little about fighting in order to even be able to appreciate an actual fight.

Plus it requires a whole lot of effort to sell the "cool" factor of an actual fight to an unknowledgeable audience.

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>Truth be told you have to know at least a little about fighting in order to even be able to appreciate an actual fight.

Watching MMA almost everybody will understand if they see a highlight reel of successful techniques. It's the groundgame and rangefinding stalemates that get's them bored because they don't understand what they're looking at.
Every once in a while there is a fight everybody understands, pic related.
That is not the right image, here we go

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people who use Daz studio and premade content, to make porn and charge money for it are the lowest scum in history
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>cry yourself to sleep at night
LOL projecting much faggot?
does anyone know how to get the original daz seams used in the UV maps via blender?

I'm not talking about the UV islands themselves but the actual red lines used to make them
The seams are the borders of the islands.
Daz is shit, but all I see is a bunch of salty wage slaves in here.
It's because you are shit, too.

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I'm new to 3D modeling. I would like to render the models to look finished. Kind of like a pixar movie. How do I do this?
The secret sauce for making that oh so professional looking still image is this
-Ambient occlusion
-Global illumination
-Depth of field.
You forgot:
obscenely high smoothing and texture detail
perfect camera position / FoV
immaculate post-effects
that's mostly for environment models, right? besides hd textures I guess
t. n00b
>Kind of like a pixar movie

then all of this matters, not just for environment

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So I've been looking into available jobs in the Redmond/Seattle area at video game companies, but I noticed that (almost) none of them are hiring 3D modellers/sculptors.

Which I find odd, since they are one of the major components of (most) games.

Most of the positions they are looking for are coders.

What gives?
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is working for the industry worth it? im trying to become a freelancer

t. Eastern European grunt worker. Although I wouldn't consider it completely modeling monkey job because I often have a lot of creative freedom with assets, especially if there is no concept art at all for a particular piece. It's nice, you can work on all these AAA titles from home, without having to travel around, overwork yourself to death in the main studio, and for a shitty pay because life is much more expensive there.
Game and Movie industry? Not really - shitty salary, shitty work-hours, no job safety, unless you are really really good and fight for it. Or you find your niche in a small indie company.
Go into the real industry, the one that manufactures "real" products and services - there is always demand.
Also don't start as a freelance if you can avoid it, get into the industry then try to jump-start freelance business on the side.
What are the bare minimum required software skills if I want to get a job in a normal company modeling normal products? I can do AutoCAD and now I'm learning Maya for my own entertainment, anime tiddies, and filling my spare time
Know that feel anon, I was in the same position about 3 months ago and now I'm working on a small but serious indie company while doing freelance stuff simultaneously and I'm quite happy about it. Just be patient, work hard and post your work everywehere. The real key to succeed is to being active, if you are a nobody with zero networking experience you'll be wasting your time, don't be like that.

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Why are my player models so fucked up?
I've tried everything and even though they usually look fine in blender, they come out all wonky like this.
I suspect a weight paint issue but it also might be Gmod specific
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looks like his verts are rigged to the wrong bones, like the bone map is out-of-order and verts that are supposed to be rigged to his wrist are rigged to his elbow, elbow to shoulder etc

oh wait nvm you already fixed it
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what about mine?
mine is also fucked up, for some reason the leather straps, backpack, and misc. metal parts don't have any sort of rigging.
and also other parts of the model move synchronized, but I just think that's due to the shitty weight painting.
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move desynchronized*

To be clear, the one mesh was previously several different meshes that I merged, and I deleted to old vertex groups, so I'm not sure why the model appears to be adhering to the old vertex groups.
Here's how the rigging looks
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this is what I mean about the backpack, it still moves when the player moves, but it ignores the skeleton.
>ITT see lvl 2 dazlets whine about how stolen content is incompatible with their homebrew mod by default.

It's almost like this content you've ripped was made for some other engine with different axis convention and you're missing
various scripts to regulate them attachments.. huh.. now that is just fucking weird and completely unexpected.
Why on earth would such a thing occur when one go frankenfuck content from other peoples work? Why doesn't it just work?

File: DOG.png (31 KB, 235x209)
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> Demo Day
Next: https://itch.io/jam/agdg-demo-day-33
Recent: https://itch.io/jam/agdg-demo-day-32

> AGDG jam
Finished: itch.io/jam/agdg-halloween-jam-2019
Previously: itch.io/jam/agdg-princesses-witches-jam

> /v/3 Expo - E3 Replacement held on June 5th/6th
Official Site: https://expov3.com/
Game/Trailer submissions: ebetz@expov3.com
Excel sheet with participants: https://docs.google.com/spreadsheets/d/1gu5aR6OgFMuuofxVSLUjeXlA8iwALMQlHTSqP6Kt5eA/edit#gid=208388743

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>I wanna do an open world game
And i wanna be an billionaire.
>within a few months
Not really.
Even triple a open world games tend to feel incredibly empty and meandering and they have millions in funding and massive teams of professionals.
Open world is largely a meme imo but the notion that one person with little to no experience is gonna make even a basic one work well in a few months is extremely unlikely.
So the shitposter who's spamming this board with /agdg/ style shitposts has taken his final form and instead of creating hundreds of threads has now created an /agdg/ thread instead. It'll be hilarious if it wasn't so tragic.
Nice locoroco ripoff. You know Sony will tear you millions of assholes, right?
very n00b question, what does it mean >in practice< for a texture to have multiple channels? does it mean multiple textures attached to it,? how can i make my object to have more than one texture channel?

Do not poly-model characters unless you are a retard. Blender has sculpting tools, use them.

Welcome to the Blender General, where we discuss Blender, share our Blender-related works and ask for Blender-related help.

>What is Blender?
Blender is the free and open source 3D creation suite. It supports the entirety of the 3D pipeline—modeling, rigging, animation, simulation, rendering, compositing and motion tracking, video editing and 2D animation pipeline.


>Blender Market


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Isn't that the new face coloring thing for 2.83?
Don't shit on Darren lile. His tutorials may be awful, but he seems like a nice old man.
Can anyone post a good resource for finishing a (short) animation from start to finish? I am working on run/walk cycles and I'm trying to integrate other motions, but it always has the "unfinished" look to it when I export
16:00 and on gets into your issue.
TLDW it's related to light bounces but more bounces won't fix it because the ray's trapped so to speak, instead you'll have to cheat by making the material pretend it's transparent past a certain amount of bounces to free the ray.
You gizmos are showing.

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Best way to make md2 models?
What I read is that blender has script to export to it but it is broken?
There is misfit3d which has not been updated in 10 years.
There is fork of misfit called maverick model 3d which looks like the current best one.
Older versions of 3d studio had import/export plugins for that.
Dunno maybe some blender autist wrote a contemporary plugin.
model in literally anything
export to obj
convert to md2
problem solved

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can you drop some tuts or knowledge explaining nodes for someone who has zero idea about them, also do they work the same in different softwares? if not what changes
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Are there any good tutorials on cgpeers to render some of my models in unity so that they can be presentable? something like a shader?
Nodes and visual programming are important because the artists who are going to use the software and drive its development/funding are NOT going to want to learn to program.
If the software requires programming to do art, then maybe artists should just learn to program. It's not like they have to become computer scientists; knowing the basics is enough.
It makes the most sense to simply support all modes. You more or less get visual programming "for free" if you already have a source-based API and a node GUI. Blender has had both for ages.
You do realize you can literally just use the sidebar with a principled bsdf

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This should give hope to anyone who's still trying to get anywhere with his 3D learning and practice efforts
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>mad because you will NEVER achieve this fidelity in your own work
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It's obviously posted as a joke, you retard.
These fucking twee games are getting on my nerves.
"Twee" games? What does that mean?

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It's normal I look modern AAA games and realize the 3D is literally made by pajeets?

Even FF7R literally look like it was made by fresh grads from a thirld world 3D college.
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mods let a troll thread in
It was weird when I realized that a majority of 3D content you see in games actually really is made by "kids". Low to mid 20s. Lots of those simpler props are probably made by juniors, so like a 19 year old or something. And a lot of them already work in AAA, producing high-quality content. As a 25 year old who recently got into this industry, I actually kinda feel old already. There are lead artists and art directors my age, damn it.
shur the fuck up cris
It's normal that i look at op threads and realize that he's a fag?
He's a spammer from the agdg general in /vg/. Unbelievable as it is, probably 99% of the new threads here are from him. The frogposter is just one of his personas. I can't believe he's still here after a year of non stop spam. Before he came we would have years-old threads. Now we have nothing but gibberish and bait.

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He continues innovating the YouTube tutorial medium.
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But zoomers with ADHD don't like slow bideos.
yes, i mean for people without illnesses
people without illnesses don't watch youtube
people without illnesses don't browse this site. what is your point
i'm autistic but i have not ADHD, so that shit ad expecially the guy's voice and face pisses me off

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