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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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Previous thread: >>973562
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>>981921

blender recommends 32 GB ram, i bought a faggy gaming computer covered in LED accents just to do this as a hobby. i had the same issue with a basic PC, i think any 4th generation GPU would be needed for textures.
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>>981924
gotcha ill just save a schizophrenic amount
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>>981922
Yeah, you can change the units in the scene tab. It's good for when you want to model using real-world scale, but can be kid of a pain in the ass because you'll still have to type m/cm/in/ft when entering values if you want to mix them (like 1 ft, 7in), and you can't specify the units until you confirm the action (or press the = sign during the transformation to type it in).
Like it's fine when you're using one unit like feet, but it's a pain when you want to mix in inches. Though I guess using meters would be less of a pain since centimeters divide by 100, so 1.1m would just be 1 meter 10cm.
Fuck, now I'm starting to lean towards jumping on the metric train.
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>>981922
>>981927
Fuck. I forgot to attach the image because I was ranting.
>>
What are the best resources to get started with geo nodes Blenderbros?

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>I have purposely taught them wrong
>as a joke

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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/

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bump
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>>981935
porthole needs to be way bigger to be accurate
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How can I make this squish or tightness effect like pic related?
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>>981942
most obvious way would to be to export to Blender and move the vert loop using proportional edit and import back using morph loader. Look for assets with bundled pressure morphs to see how others did the effect
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>>981942
Some stockings come with a thigh bite morph. Only alternative is learn to sculpt.

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The only way to truly create retro CGI is by using period accurate hardware and software, anything else is forced soul from coping zoomers.
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>>980000
>>980003
it's over, Nick. digits dont lie. you have to re-transition now. almighty Kek demands it
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>>980000
this really solidifies my suspicion that cris is really the board's mod and has been reserving gets for himself.

still based either way for btfoing a forced soul zoomer.
>>
>look into this guy
>find soap opera of trans discord pinkpilling and pedo allegations
why does this happen with everone i try to enjoy
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>>981929
>everyone
only souless, retarded, chronically online zoomers.

cris dont have this problem.
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>>981941
>>cris dont have this problem.
>game dev
>anime
>extreme autism
>litany of other mental issues
honestly it's only a matter of time, he has all the perfect factors.

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So I'm finally unbanned. /archviz/ was cool but was pruned in the ban I'm no longer in the mood for that.

So /3dsg/ anything 3ds max related. Tell me if you have any doubts using this god awful fucking piece shit of a software, wips, works etc etc.
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>>980804
>Do you know a reputable torrent
Glow less anon.
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>>980132
i meant copying on another pc
>>980145
>That is exactly what the active window call back does lol
yea, ik shit about codding, thought it refered to the window you're using atm
>this is why you can get 24+ hour sessions.
i got 24h sessions bcs i leave my shitty work pc to render over night so when you add the hours from the day it stacks up a lot
i left it last friday and by monday i got 60hours+
>>
anyone here got expirience with fstorm?
is it worth investing time in it over vray or corona?
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>>980805
???
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How would I go about modeling a twisted tape like this? I tried the twist modifier but it's not giving me the desired result

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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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>>981858
actually, i've just come back and my head hurts. you have multiple subdivision levels but you're exporting a decimated mesh? what
>>
OP, respect what youre trying to do. I'm in a similiar boat, trying to make a story driven episodic adapatation of a popular shooter atm.

but it looks like what you're trying to start with is making a perfect model of guts as your start, which is not really the best way to go about it.

you'll improve massively with each day you work on this project, and your artstyle will change. so don't get bogged down with one model out how hundreds youre likely gonna have to create down the line.

i'd suggest focusing on ideas, concepts and motifs at the start. create one of your favorite scenes, your favorite encounter, using whatever shitty models, sounds and textures you can find. see if you can achieve your vision with it, or see what exactly is missing.

especially if youre going for an arcane look then textures is 60% of what matters, with the rest being animation. spending weeks sculpting 1 guy when youd have to do the same for so many other characters is not sustainable.

get results fast and improve on them, rather than going for perfection immediately.
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>>981858
It's the first time that i try to create a character ready for animation.

There is a little misunderstanding. I never intended to animate the current decimated mesh. The current mesh only serves to figure out the right texture, shader, light and render settings.
Actually, i have a model of Guts with decent topology, but i use the decimated mesh out of CPU-performance sake. Right now i am trying to figure out the artstyle for the model. For that, i don't need to torture myself by importing everytime a 5 mio poly mesh in Substance or Maya.

>>981861
Respect to you too for working on such a Behemoth. Good luck, i hope you will succeed.
I understand your sentiment, but i don't think i should change my course. In the last 16 days i reached some decent milestones and my goal is to create a 5-10 sec teaser.
The project lives or dies with the teaser. The task is to create a scene with the 3D Model of Guts with the desired artstyle, in harmony with a 2D Canvas background. Should i come to the conclusion that the teaser doesn't do Berserk justice (doesn't matter what reason) - i will admit defeat and stop the project.
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This is far from being perfect, but i think it delivers a glimpse of potential.
Background and 3D model are clearly missing harmony.
Any thoughts on reasonable adjustments?
>>
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OP here. I think this is my best render attempt so far. The brush stroke texture got way better. Now i need to find the right balance in the render-settings, because the toonshader goes haywire thanks to the normal map.

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Another blog post of a guy hoping to make it.
for reference i never complete any projects cause I'm lazy and I lack discipline, also because I have a day job.
Let's see if I can finish this time, goal is to finish a base mesh with game res and textures, as well as eyes and hair cards.
Also, please feel free to destroy me, I value your opinions.
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>>980997
check /ic/ they post them on the artbook threads.
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>>981075
gratzi
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got rid of the redness below the breasts, all things given I think I came pretty close to the intended body shape.
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>>981095
Very nice
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>>971398
>unique to women
Women are women bigot.

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I am now much stronger, and now have mastered AI as well as 3D and 2D.
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more progress.
>>
https://www.youtube.com/watch?v=p7uThh6mrRo

Transition made.
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>>981897
>cris
>transition
uh oh...
>>
>>981891
based
>>
>>981897
Now I'll refer to you as a she

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/wip/ - Works In Progress - "We're going back to our roots" Edition

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

Previous thread: >>977313

List of free resources: https://pastebin.com/cZLVnNtB (embed) (embed)
/3/ Discord: https://discord.gg/gbYCEBPuK2
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>>981890
this >>981899 is not >>981638
>>
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Successfully reverse engineered an eye rig. Want to make a mouth rig using similar techniques, but a little more expressive.
Still needs textures.
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>>981907
Good job including movement in the eye lids when the iris moves
>>
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>>981363
Ah cool, i was getting a bit worried of making people feel like Sgt Hartman finding that donut in FMJ.

Topo is driving me crazy tho. those fangs have way more polys than they deserve, silly me thinking grabbing some cones and putting a crapload of segments on them was a good idea, well, if people think it's fixable i'll finish the mouth and apply mirror + subdiv/subsurf.

Getting some Muppet vibes from this, maybe i'll go in that direction, giving it some wiry boneless, bendy arms, i'm more of a M.C Hammer than M.C Escher guy so i don't know if i can deal with perspective stuff, trying to align 3d collision boxes with isometric prerendered models in Godot gave me a bit of PTSD, i'll suck it up if push comes to shove tho.
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le donut of blender. based!
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>>981588
Looks like basic anisotropic noise fed into normal and/or roughness maps.
Basically take some perlin noise and scale it along one axis to get the long lines
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>>981602
congratulations! you've nailed it!
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>>978618
>>
bump
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>>981639
lard? based! blender? based!

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Welcome to our thread dedicated to honing your topology skills in 3D art! Whether you're a seasoned artist or just starting out, mastering topology is crucial for creating clean and efficient 3D models. In this thread, we'll share and discuss various exercises aimed at improving your understanding and application of topology.
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>>981024
It's like one big puzzle coming together.
>>
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>>966562
>>
I like how sloppy these wipers look. It just werks and motionblur takes care of everything
>>
I'm working on a gun, and the grip part has some curves obviously. Using subdivision modelling. The problem I'm having is that I like to keep things as low poly as possible to keep them manageable, but I just can't realistically tie in the details I need with a low poly version of parts of it.
Would it be bad practice to model the general shape low poly, apply 1 sibdivision to get the nicely smoothed slightly higher poly version, and then tie the smaller details into that? It feels hacky, but I'm not going to be able to hand-place every single one of the vertices just right as compared to the subd.
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>>981915
That is pretty common workflow. Rough out a shape in sub-D collapse/flatten the stack down to that level and then optimize the sub-d generated mesh to fit your target needs by modifying deleting loops etc.

There's nothing hacky about it, any method you can think of to generate the polygons you need is valid if the end result is something useful that matches your target specs.

Which VR device has the most accurate/precise controller tracking for modeling in VR?
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why are you fucking doing this
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>>981665
What you should be asking instead is why the jannies of this board let Cris do this.
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I made product renderings for a client and it went great but now the client is asking for an animation like vid related.

I tried the (newly updated) particle simulation in C4D to try to create a body of liquid and also tried xParticles but both runs like shit on my M1 MacBook. I tried my best to optimize the simulations following multiple tutorials online but I cant get semirealistic results.

Now that I am thinking about it I might be vastly overcomplicating things since I basically just need to raise the product from a plane that somewhat sticks to the object.

Does anyone have an idea for a method I could use to achieve the effect in a much simpler way? I must be missing something.
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>>981710
>>981711
or you could just do sdf booleans and never have to render a pass and maintain more control over the geo with less friction

thanks for the essays and the 1980's techniques though
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>>981778
VFX just means you do it as compositing in a videoediting software. You render out your mesh and a depth pass and inside your video editing software you'd set up layers to blend it all together to make a transition between your CGI and your other layer using your Z-depth.

I work real-time stuff so I haven't touch any videoeditor in years but 'adobe premiere' and 'after effects' was what I used back in the day and it was really easy to just jump in and use those as it's basically a photoshop for videos and I already knew my way around photoshop inside out.

There's probably better suites available, all the VFX tryhards used different software back then too but I can't recall their name.
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>>981685
>>981699

How's that discerning eye of yours now you sad fuck?
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>>981818
pretty good, man; feels great to be better than everyone else. how you doing?
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>>981610
Is this even particles and not a plane intersecting with a special shader?

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We have this over in /ic. I'd like to see anons portfolios and works. Post your socials.
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>>981757
Reminder that I'm a hobbyist and I will post my work if I fucking feel like it.
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>>981605
artstation.com/stvarnov
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>>981820
Just when I thought you couldn't get more based
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>>981884
Oh no don't get me wrong it's just group of lawyers and surveillance enthusiasts that profile, detect and denounce acts of vandalism by leftards. Wéve also dismantled a couple of groups just by using their 'hate speech' jargain against them.
>>
>>981908
jargon


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