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Welcome to /3/ - 3DCG, 4chan's board dedicated to 3D imagery and modeling.

readme.txt
If you're reading this, you probably got this linked to you because you posted a question that has already been asked many many times. Read ahead, and find your answer.

Scroll down for a useful FAQ and resource links
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>>
Click here to open this thread.

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I am now much stronger, and now have mastered AI as well as 3D and 2D.
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>>982597
I was joking bro
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>>982600
doesnt matter.

find jesus.
>>
>>982597
Cris, why is there an orchestra of white Google employees surrounding a black male in a field in Tasmania? I don't get the message of that video.
>>
>>982602
Is a civilization V song.

https://www.youtube.com/watch?v=IJiHDmyhE1A
>>
>>982603
It's all 3rd temple bulllshit and, I mean, I wish the antichrist good luck but it looks he's not going to reign over not much left of human civilization.

Which VR device has the most accurate/precise controller tracking for modeling in VR?
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>>982368
No, you are the only person who is the best
>>
>>955958
This is the best one
>>
>>971886
This is the second best one
>>
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>>982413
thank
>>982414
you
>>
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Ladies and Gentlemen of /3/,

The next 4 upcoming years, i will spend every single day in the production for the pilot-episode of a new Berserk adaptation.
>Narrative - 100 % faithful to the Manga
>Art Style - inspired by Netflix Arcane (pic related)

Without any doubt: this project is a Behemoth, but i am dead serious about the production.

Truth to be told, i am lacking experience, which is why i created this thread in the first place.
I would like to know your opinion on certain topics - Roughly spoken about project-management, planing and execution.

I am not asking for direct involvement in the project - at least not until i proved myself with regular updates and progress that i am the real deal.
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>>982591
>>982592
now kiss
>>
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>>982588
Why does my skill matter? I told you what I want to make so it's gonna get made. I pinky-promised myself that I would do it and I have the time and passion to get it done.

But just for you here is a paintjob that I did at my aunt's house to express a fraction of my artistic vision.

>>982591
Thank you so much fren! Your saliva helps to lubricate my dreams.

I know that some people will poopoo my idea to paint the Sistine Chapel ceiling in my living room apartment, but we all start somewhere. Instead of hating on me how about you haters send me tips and advice on every step of the way (if you'd map it out all for me that'd be super). That way everyone can feel like they contributed to my dream!
>>
>>982595
>Sistine Chapel ceiling

You're making this one-to-one Italian masterpiece reproduction in in the style of Americas 'Jackson Pollock' for added authenticity to the source material unlike those other filthy reproductions?
>>
>>982604
I don't believe that to be faithful to Michaelangelo's vision. I've chosen instead to interpret his work through the art style of the greatest anime ever made, Naruto. Mom is driving me to Home Depot to buy the paints, so I'll update you frens soon.
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>>982605
You have so much passion, can't wait to see your 100% faithful Sistine chapel adaptation in the style of TX Network Naruto.

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Did anyone know what happens to @BeanBeanis
All platform had been deleted
>>
No idea who that is but based on your picture I can scry how it was Jail Jesus or both.
>>
>>982176
probably nuked for making something too based with etna and flonne apparently
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>>982176
I was hoping to see more of his content but he deleted his pixiv account
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>>982176
I think that he committe
>>
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Previous: >>968906

Daz youtuber's and general guides:
https://www.daz3d.com/help/help-daz-3d-video-tutorials
Wpguru
Parmy
Travis Davids (Marvelous designer)
Thundornd
CgBytes
https://www.laylo3d.com/
https://thinkdrawart.com/
Kelvin Jin

Bridges: https://www.daz3d.com/daz-bridges
Suggested Blender Bridge: http://diffeomorphic.blogspot.com/

Comment too long. Click here to view the full text.
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>$250 for 30 images is a lot
lol i'm not a dazfag but you guys need to raise your rates
>>
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>>982218
>>>how can you charge that without feeling like a piece of shit
>>982524
>>> you guys need to raise your rates
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Here's your new character bro
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>>982528
if it's 30 pictures and not just the same thing from multiple angles i guess $250 is pretty low. there are people who charge $250 for a single picture though and they're shameless
>>
>>982581
I don't think it's shameless if the image takes a good while to create. If it takes you 10 hours to make it then you have an hourly rate of 25 dollars an hour

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/wip/ - Works In Progress - "You know you guys can make this thread yourselves, right?" Edition

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

Previous thread: >>980444

List of free resources: https://pastebin.com/cZLVnNtB (embed) (embed)
/3/ Discord: https://discord.gg/gbYCEBPuK2
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>>982484
Turn it into assy mcgee
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Still doing exercises with the animation system. I'm totally a noob at animating manually. But the technical stuff is working and I wanted to have a taste of what a longer animation themed like this would look like.
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>>982563
are you even making use of easing, anon?
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>>982585
No. For now I'm just interpolating poses, still looking for bugs in the C-side of things. I really really have no idea how this art thing works.
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>>982589
easing is like the bread and butter of animation, not only in 3d but in all animation in general, practice it a bit, first exercise of 2d animation is a ball moving on the x and y axis and bouncing, look up some 2d animation theory on the subject and you'll see some tricks there, like the deformation of the ball, keeping its overall space through transformation, acceleration, deceleration, exagirating, etc.

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You DO use it, right?
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>>982577
I would never
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>>982577
>windows
NGMI

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>Godot
Missing features and lacks artistic improvement to match with Unreal and Unity
>Blender
All marketing PR talk, no real experience in using Blender. Knows nothing about the real reason.
>Open source
Open source projects doing dumb things like glTF animation implementation, dead software, not documenting important stuff, heavy relaying on Blender instead of other 3D software
>Unity and Unreal
They have a monopoly in 3D games, not a single open source can export to console. Open source projects limits artists like you and me with dumb ideas like TIFF format. Heavy restrictions to Windows only. Dumb downloads for developers like Microsoft Visual Studio. None of that matters with Unity or Unreal.

Never trust YouTubers
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>>
i swear anyone who unironically advocates for godot is a retard
the main purpose of a game engine is to provide a render engine, physics, audio systems and being able to easily port to different systems
godot is like retarded in all of that so all you really get is a shitty editor and at this point you might just grab an off the shelf render engine and start from the ground up
>>
>>982294
You're kind of a fucking idiot thinking people dont know Godot is still lacking a lot of tools. His whole video was about going to Godot because it is free and open source like Blender and won't get Jewed like Unity that he was using for the past years. Him taking on Godot and getting people into it is planting seeds in hopes of Godot improving in the future.

You're ignoring a lot of context to make yourself mad.
>>
>>982294
Its rendering, physics (with Jolt) and audio are fine for my requirements.
If a project needs high-end graphics, Unreal is way better. Otherwise, Godot seems perfectly adequate.
It's saved me a ton of time, and has many useful features that an off the shelf render engine wouldn't provide, like file compression/decompression, support for various file formats, networking, graphics tablet support, and surely a lot of other stuff I don't even know about
>>
>>982294
>you might just grab an off the shelf render engine and start from the ground up
quit talking out of your ass, retard
I replaced some of Godot's nodes with a custom system and I still use nodes for anything graphics/audio related because it's a lot of fucking work to replace them and they work just fine.
You have never written anything "from the ground up".
>>
>>981386
Yeah i'm sure toddlers watch pixologic youtube Lives where some random 3d Aurtist rambles incomprehensibly for 4 hours

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>short films - make a real fucking film
>robots as they're too lazy to animate people
>12 fps Spider-Verse nausea
>it's 2D anime... but 3D!
>ugly Pixar blob people

What else?
>>
>>982565
you
>>
>>982566
>he's making a 12fps anime robot blob short film Get some talent, bro.
>>
>>982565
Also
>3d films, make a 2d animated movie like a chad
>3d art, make a real painting like the old masters
>Cg in movies, do it with puppets
>3d printing, print in 2d black ink only
>3d waifus, they are pigs and filthy whores, just 2d waifus for me

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Do they take a special computer graphics course in Japanese only? Why do we westerners have to be content with a subpar anatomy tutorial with ugly bodies?

My answer: Topology over anything else. After extracting 3d models from multiple japanese games myself, they were simply made by hobbyists with no background at modeling. It's the information they had available at Japan which is something I need to obtain.
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>>979843
same way they mastered pixel art:
by being a country of obsessed pedos
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>>979843
It's all in the texture
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>>979843
Why is it so hard to find lowpoly mannequin rigged?
Every time I find sometimes it's either:
>under price tag
>actually has 50,000 faces (but is still described as"low poly")
>>
>>982399
>actually has 50,000 faces (but is still described as"low poly")
Lowpoly generally means anything that's not a sculpt
>>
>>982426
wtf no, thats not what it should mean
even sculpts are generally retopod, does that mean they are then turned "lowpoly" ?

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I’m new to sculpting. What tips should I know to help me better understand and visualize the things I want to make?
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>>982431
shadows help inform you but problem is how different light cast different shadows depending on how direct or how diffuse/soft it is so it's difficult to judge geometry with any consistency that way. When I model or sculpt to capture the likeness of someone I like to use video reference and scrub thru and pause at various angles. Working around the face tweaking it from many different angles more rapidly brings out a good overall representation of the head.

Also be wary of what sort of lens is used, 'talking head' type shots of people are often shot with 85mm lenses as those tend to correspond to a flattering natural
sort of perspective distortion representing what that persons face would look like in person at conversational distance from your eye.
When I work on heads my default goto therefore is to view the head in a FOV of 24 degrees as this is representative of a 85mm lens (23.913 deg).
While working on the full body I typically switch to 35mm or FOV ~55.
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>>982421
Is it a good idea to use that trick often?
Or is it bad long term to use it?
I had to leave early so I used that to adjust the mouth and other things that were off to match the likeness.
>>
to clarify I mean the last 10 minutes I used that method to move/grab things in the right places
>>
>>982533
>>982534

Use it as often as you like, over time you'll become better and better to spot inaccuracies without having to employ tricks like that,
it's just another tool to have in your arsenal to take accurate measurements while blinding your brain to what it wants those measures to be.

When you're sculpting a face for a long time, esp when you start to get skilled but yet don't have years and years of experience you can
easily slip into a mind state where you are making a face that is turning out better than anything you made til that point and you end up
giving it these sorta good looking features that you therefore grow unwilling to do heavy edits to.

Doing things like this help your brain snap out of it and see that something that looks sorta good still can be very off
compared to what it's supposed to be if you are trying to match a specific look in a reference.
>>
>>982416
Color changes do not necessarily indicate plane changes.
If you have orthogonal view(aka, isometric view) switched on, turn it off. No person is viewed that way, because perspective is ever present. Look up "focal length" and how it changes our perspective on the human face. And then after you get the concept, try to match the focal length of your camera with the photo. Which will require some guesstimation.

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Previous thread: >>973562
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>>982553
i was in filmic instead of standard. probably the first thing I should have checked. that is equally retarded and equally likely though as I have definitely done that before too. I will absolutely do this again.
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think im done with this one for now. learned a lot. gonna start over with the new things in mind, and maybe include a face this time. ideas evolved throughout. I think I'll also do the old way of not having limbs attached to each other and just float around. also i hate rigify, the final final version is gonna be rigged the hard way regardless of how long it takes me
>>
Is there an image file format optimized for photos with transparency that's NOT PNG?
PNG is so fucking terrible for anything but graphics, and anything more than a few colors.
Don't get me wrong, for graphics PNG is fucking king, but anything like a photo makes PNG shit the bed and make file-sizes balloon to retarded portions (even at 100% compression). TIFF also has transparency, but also runs into the issue of large file sizes around the same as PNG. Like you'd think that including an extra grayscale channel wouldn't contribute that much to file size.

It looks like Blender supports webp now, but I hate dealing with webp as it has flaky support in a lot of software.
I'm just lookin to have some image sequences with transparency that don't run several hundred mb for 3-4s of animation.
Seems like transparent image formats haven't progressed passed the early 2000s.
>>
>>982560
TIFF is like industry standard ain't it?
>>
>>982562
>TIFF is like industry standard ain't it?
Yeah, that's what I've been using. It just seems like less because it's good for that task, and more just people stuck in their laurels.
Like I said, TIFF ends up being the same size as PNG (if not more in some cases), so I'd hardly consider it efficient. It's lossless, sure, but it's not as if every task specifically needs a lossless transparent format. I'd be just fine with transparent jpgs if that were a thing.

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All RODIN needs is a brief description, a 2D image and within seconds it will generate a 3D mesh asset with the desired amount of polygons that can be exported in formats compatible with Maya/3DSMAX/Blender/etc.
It's currently in a semi-public beta where people can apply, releasing next month.
This is just generation 1 but it's already this good.
https://hyperhuman.deemos.com/rodin

How will this affect the 3D artists?
Mass layoffs in the 3D industry expected?
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>>981360
Until we can run these AI models locally this shit will always be censored.
>>
>>981339
No those were character creator, AI is a fake idea and steals 3D models. If you try to say Mikey Mouse (A public domain character) you get nothing because no one has made him in 3D.
>>
>>981331
>it's already this good.
:)
>>
>>981331
does it pass the "3d turing test"? (aka a blender doughnut)
>>
>>981331
Whenever people talk about a new generative AI that will cause massive layouts, a bunch of legal barriers appear on the way once it gets popular enough. Either that or it's not as good as people claim it to be. Being only used to recreate models that have already been done to death and not much else.

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its kinda crazy what blender is capable of in 2024
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>>982370
insanely real, rispect, if you've reached that level of realism, go the extra mile and get inspired by this type of dough >>982326 to improve it even further
>>
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Guess we're all doing donuts now
>>
>>980263
This is by far the most natural looking one in this thread, congrats
>>
>>982540
not at all anon, are you blind? there are far better ones itt
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>>982544
Ok, I scrolled through the thread and I admit there are better ones, but most have this "uncanny fakeness" about them


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