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File: 68960986987967.png (1.72 MB, 1249x896)
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Stupid question thread that didn't deserves it's own thread.
Stop bumping off good thread with your repetitive garbage.
>>
Hobbyist here
Is it fun working in 3D? What fields?
>>
>>850429
as a hobby yes.
if you have spare time
>>
>>850429
You are 15 years too late.
>>
>>850436
this is the same as saying you can't have fun drawing anymore. not everyone is looking to get hooked up on muh industry
>>
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>>850429
blender is fun
>>
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>>850429

I personally enjoy it. It augments my coomer instincts to the max. I also have a deeper appreciation of what goes into vidya and anime.
>>
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>>850449
Yep
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>>850481
I have allot to learn tho, i wish the render was the same as i see it in the viewport
>>
Anyone know if I can change the 3ds max default start up layout? I'm just trying to get it to open with one viewport.
>>
>>850589

Also is there a way to get my viewport to snap to a perspective view from an orthoview? thx
>>
I want to get into character modelling, should i start by making something specific or is a generic guy like picrel the better starting point?
>>
>>850638
I realized image didn't post and then i noticed i can't post pictures from phone, went and turned on pc, this was picrel
>>
>>850638
do something you are excited about to be motivated, but know it will be shit the first time around.
>>
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is it supposed to look like this when i shade smooth or not
it looks weird
>>
>>850798
try
editmode>mesh>normals>average face area
>>
>>850814
its not the normals
but shading flat the flat parts fixed it
>>
>>850817
maybe try marking the edges as sharp instead?
>>
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>>850798
Can you post your geometry? If it looks like the red lines then the stredched faces cause shading issues.
"Smooth" normals are averaged between all adjacent vertices, which leads to issues if they're not supposed to be a single smooth surface. Try shading the default cube smooth and you'll see the issue.

You could add a bevel modifier to give the edges some definition or set the automsooth to something less than 90°,
but the right thing would be improving the topology by limiting the stretch and creating edge loops (green)
>>
>>850896
>"Smooth" normals are averaged between all adjacent vertices
oh thats why
yeah my vertices are like the red
i get why its fucked up now
>>
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Is there really NO way to hide the transpose line while using it in Zbrush!?! I'm gong crazy, it's blocking my view while I'm using it. What schizo morons designed this program?
>>
>>850909
Maybe you should have stuck with Blender, Pablo.
>>
>>850798
Do you have hard normals turned on?
>>
>>850909
Check the manual I'm sure there's some Alt+RCtrl+Shift+R+Tab+5 combination for that
>>
>>850909
How could you use something that's hidden.
>>
so i made my characters clothing and armour with the subdivision modifier on. am i supposed to apply it before i unwrap and texture? and would that be too high poly for animation? this is in blender if that matters

also should everything be one object with connected geometry or is joining them with ctrl j fine?

>>850999
is the character
>>
>>850909

You can make anime but can't troubleshoot. Is that model even yours schizo?
>>
Can you make a high poly mesh from a low poly one + normal map?
Get a ripped model from a game (low poly + normal) and somehow use that as an input in zbrush or blender and get a high poly with detail from the normal map and work from there.
>>
>>851042
You can convert an normal map into an height map and then apply it to your mesh, you would get a fairly dense mesh with a lot more detail, but I am not sure how well these conversions work and if the result is good enough. Might work well for small surface level details, but probably not for every mesh.
Just try it out - its fairly easy to do.
>>
>>851045
Thanks, I'll try that out
>>
>>851020
>so i made my characters clothing and armour with the subdivision modifier on. am i supposed to apply it before i unwrap and texture?
if you don't it won't show up, so you would need to apply it at some point yes

although from the look of the character, you should be able to get a good result with more basic shapes shaded smooth, so you might not need the subdivision


>and would that be too high poly for animation? this is in blender if that matters
how many polys is it? it really depends on how your computer is

> also should everything be one object with connected geometry or is joining them with ctrl j fine?
just ctrl j is fine
>>
>>851042
the normal will be compressed for game use and will create a blocky displacement map.
>>
>>851023
Yep, I'm learning from pic related. I can share the book if people stop attacking me.

>>851007
I mean when you're actually using it. After you draw the line you don't need to see it while you're moving the mesh around, it just blocks your view.

>>850985
I swear tried everything.

>>850911
I kneel RMS-sama
>>
does anyone know anywere were i can get some good 4k footage for compositing?
>>
i'm trying to make a texture in substance designer, but the normal maps keep coming out totally flat.

i pressed bake, but again, it's just produced a flat purple thing.
>>
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how do i merge these UVs and make them occupy the same exact place
>>
if i wanna model mechs, should i work in zbrush to sculpt it or use some other modeling tool? currently i only have experience with solidworks and maya, though not a lot in maya and honestly not much in soldiworks now that i think about it. i learned solidworks for a mechanical engineering class i took, i've also seen someone model a gundam foot in it. anyways the point is, what software is good for modeling mechs?
>>
>>851430
ah also, i'd eventually like to make resin prints of the mechs, if that affects anything
>>
>>851423
turn on snap and drag them works i think
or uv packmaster has an align option

>>851430
you might be better off box modelling instead of sculpting if you're making blocky stuff like that
>>
>>851430
the unfortunate answer is that all 3 options are a great way to do mechs for 3d printing (I wouldn't poly model a mech in maya though, use 3dsmax or blender, something with great bool support and modifiers, you don't need good topology or UVs)

fusion 360 is the most common tool used for CAD style hard surface in the industry like pic related, Zbrush is also great, partically if you want to incorporate more flowing sweeping designs and the speed of detailing in zbrush with imms and alphas is easily the fastest of all the options.

Unfortunately the answer comes down to which way you personally like working.

https://youtu.be/9V4jWb2rqf0?t=23

zbrush has been going nuts with the hard surface tools lately though I'm almost tempted to say fuck it and tell you learn zbrush
>>
I understand that quads are ideal for deformation and such, but if I'm making a static and non-deformable environment for a video game, is there any other reason why I can't use ngons?
>>
>>851586
remember it will all be triangulated by the engine to appear in a game, which works best with quads
>>
>>851586
as long as you triangulate before bake and export.

You can get away with a lot topology wise when it doesn't need to deform, most people just decimate the high poly and clean it a little to get the rock low poly etc.
>>
>>851510
yeah that's kinda what i thought but i've also been hearing a bit about what the other anon was saying. thanks
>>851515
huh, zbrush is way more capable than i thought. i did plan on learning zbrush anyways for character sculpting, since i plan on at least trying to go in depth with zbrush, do you think i should just stick with that instead of trying to juggle multiple pieces of software?
>>
>>851515
It's very detailed but... What even is that?
A claw? A hand? A seat? Couldn't they go with a more simplistic design?
>>
>>851606
looks like a foot to me i think
square on the right side is the heel and the claw looking things are supports that act like toes? that is if it's supposed to be that and not some real mechanical device i never want to see again in my life
>>
>>851603
yeah I'd say so
https://youtu.be/IP2P-vThR9U

do learn poly modeling too though it helps in zbrush as well
>>
what's the point of smoothing groups? why wouldn't I just have 1 smoothing group for everything that needs to be smoothed.

also how are angles calculated?
>>
>>851620
will do, thanks anon
>>
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can a texture map cover multiple objects or does each one need its own texture? i need to keep some objects separate for animation
>>
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will i die for making this kinda topology
>>
>>851871
Yeah, just pick the same material for all objects and move around the UV islands to fit the parts you need
>>
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>>850379
I have "Algorithmic Design with Houdini" in a word doc but it's with scanned images and in japanese.

Is there a site where I can upload and it translates the whole document?

Yandex only accepts 10mb limit and this bitch is 230mb big
>>
>>851872
BRBRBRBRBRBRBRBRRRRRRR
>>
>>851879
oke thank you
>>
>>851620
what's the best zbrush hard modeling course?
>>
>>851880
Can you copy segments into new docs, save them as seperate files, and upload them individually?
>>
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is this bad
>>
>>851890
https://youtu.be/MVsIIkJNkjM
>>
>>851914
meant for
>>851912
>>
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>>851890
I don't think you need one with so many good free info out there

https://youtu.be/51UhAalqw84
https://youtu.be/u75skb32GTo
https://www.artstation.com/artwork/oOZYaL
https://youtu.be/DzkAU8l0Bp0

and of course all of pavlovich's videos on zmodeler etc.

if you absolutely need a course, maybe cane T's? Haven't seen the tutorial but his work is technically excellent.

https://cane.gumroad.com/l/HardSurfaceInZbrush
>>
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Does knowing how to create art in 2d help you with creating in 3d?
>>
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How do you remove the colors from here and properly make it transparent? When I make it transparent, it just tints the whole area darker than its supposed to be. Not sure if this question belongs in 3d
>>
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>>852400
Try this
>>
what's the best tablet under $100?
>>
>>852429
Small Wacom.
>>
>>852427
Thank you, anon.
>>
>>850379
Whats the best way to design fingernails? Do i create them as a seperate mesh and stick them in or model them as part of the main body? Is there a way to texture them in? I dont have the model right now but its pretty low poly
>>
I am just starting with 3D (strictly hobby) and want to ask if anyone can point to a full character wofkflow (animation ready), using Zbrush and Blender (I can pick up something like substance painter for texturing). Bonus points for stylised characters (that's what I both want and think is doable). Something like this but much more in-depth
>https://www.youtube.com/watch?v=cDLgAFDf0V4
>>
>Use Boolean in Eevee
>Looks fine, can clearly see where it was used
>Switch to Cycles
>Hard to discern what's been done with the boolean
>The only part you can see any change is all fucked up

I don't know how to explain this without pics (which I can't currently post), it's not the mesh that's fucked up, I think it must be something to do with the material or textures.
You know when a displacement map is set too high and everything ends up with more crevices than a 130 year old woman's face while she's sucking a lemon? It almost looks like that except I'm not using a displacement map or anything that would do that to it. It's like you need to zoom right in to see the change in Cycles, but in Eevee you can see it from 500 yards away (which is what I want).

I don't expect much help owing to my retarded description and lack of image.
>>
>>852862
cycles just goes wack when rendering low poly meshes,

I have tried everything to fix it. It just sucks at it, you will see faceting.
>>
>>852873
Fuck sake, is there nothing I can do about it? Will smooth shading fix it or will it fuck up everything else and I'm being naive?
Thanks for the reply though.
>>
>>852876
smooth shaded low poly models will display faceting in shadows and sometimes in highlights in cycles in my experience.

I just moved to doing all my rendering in unreal anyway so I don't deal with it these days (also fast).
>>
>>852876
>>852879
https://youtu.be/oecXkpAoq9U

actually wait, this video must have come out after I gave up on cycles
>>
>>852879
>>852881
Thanks dude I'll try that out when I get home.
I might look into Unreal to try some other stuff though to see how it is.
>>
>>852392
No, totally different skills
>>
>>852392
yes, design will carry over to anything creative you make, and you need anatomy for sculpting. or you could just make other peoples concepts.
>>
I just realized i don't like 3D modelling but i already poured too much time into it, should i force myself to keep going? My only other option is to be a wagie which i wouldn't like either
>>
>>853184

maybe you can specialize in texturing or something else you like and have modeling as a backup plan.
>>
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What is a good 3D model viewer software? I only use models for visual reference, so I'm really keen on smooth and simple rotating cameras, without a convoluted interface. I really like the sketchfab viewer for example, and the 3D viewer from windows would be perfect if the lighting wasn't so bad and muted.

I don't have much knowledge of 3D, but I really like the matcap setting sketchfab has, just shows the forms really well. Would there be an equivalent, that is also relatively low use in performance?
>>
is it a good idea to keep two part of an object sepret but intersecting becasue i dont want to bother with booleans??
>>
>>853208
blender then turn on matcap under the 2nd viewport bubble.
>>
>>853220
I know blender is free and supposed to be easy to use but that's already too convoluted for me.

Isn't there an absolutely basic program to open a random .obj and just rotate, and maybe change the lighting a little bit at best? thank you for the answer though anon.
>>
>>853237
Microsoft once had a model viewer that could read fbx and obj on their marketplace (whatever its called).
>>
How do I make textures like in the new arcane show?
Do I have to actually use the painting part of substance?
Vidrel
https://youtu.be/fXmAurh012s
>>
>>853240
Basically yes, you need to have actual artistic skills to make something like that (talking not only about textures).
It's made by this studio -
https://www.youtube.com/c/ForticheProduction/videos
https://www.instagram.com/forticheprod/
>>
>>853240
In addition to the obvious handmade stuff many artists create a hand-painted look with procedural tools, especially for (non-hero) assets and stuff in the background. Both Painter and Designer can be used for that, the latter obviously allows for more depth.
The reason why you want to do that is obvious - you can build a library of procedural materials that you can combine and refine endlessly, either as base to further paint on or as they are which increases your productivity and efficiency dramatically.
>>
>>850379
Anyone here familiar with a USD pipeline? Studio head for a small student animation team is pushing us to migrate to USD and I'm trying to figure out how to instruct all the artists to use it.
>>
>>853184
it's kinda like picking the lesser of two evils i would assume. try to find something you enjoy about 3d modeling since i doubt being a wagie would be very fun
alternatively try to find some facet of 3d modeling that will net you lots of cash, it may not be fulfilling but i'm in basically the same boat. i'm in college for computer engineering and i can't stand 90% of it, but i'm still here because i've already done 3 years, might as well finish and then get a hopefully big salary at whatever job i take

>>853237
>>853239
i have something on my computer named 3d viewer, that might be what you're looking for
>>
I am a 3d animations student and I've always been too afraid to ask my teachers why 3D porn is not a viable option? Or maybe it is and it'd be wierd to bring it up? If you go into that field are you shunned? I just wish I could ask these questions to someone to actually make them.





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