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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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guys i'm never on this channel but i wanted to know something maybe some of you who play tarkov or arena breakout infinioty have heard about it
BSG the company that develops tarkov says the game arena breakout has stolen their assets including not only models but also sounds etc. you are experts in 3d modelling what do you guys say? i really wanted to hear from experts what is true or not here are two videos one says it is stolen the other says it is not stolen

https://www.youtube.com/watch?v=i4l6t8gy5AI

https://www.youtube.com/watch?v=xNn1F2LZ2TM
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>>983502
Sifting thru it and looking at those meshes as someone who has modeled for decades I can tell you that even if I built a same real world object as another artist to autistic detail there is no chance all the edge loops would end up that similar.

Also the number of AK variations and models that exist out there is immense, to end up this similar in form-factor they more or less had to have used the same individual rifle as their base. I'm 99.9998% sure this is retouched assets copied from the other game.
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>>983502
Im glad the bottom video guy wasted 10 minutes saying "Uhmm akshully the topology is completely different!!!" just to say at 10:01 "Well actually I think they just re-topo'd Tarkovs model"

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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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>>983454
>Dude, you are beyond retarded, it's because what you do looks like an amputee a car crash victim.

you cant even comprehend that you are in the WIP thread where I build my animation bit by bit and make a skin each time with a procedural signed distance field. Hell, I bet you don't even know what that means.
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Today's exercise. I'm surprised it worked at all and I've got an idea of something I could program into iTaSC, that is a collider constraint.
What it would do is let a joint avoid meshes in the same way that the Softbody simulator does. But that's just an idea for now.
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fucking shite
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>>982867
Thanks, I’m glad that you do dig it, even though you don’t know why.
At least for me, I’ve developed a bit of a thing for “abstract” looking women. It’s hard to say what flicked that switch, but the queen from the 1967 animation of The Golden Cockerel comes to mind. It’s not exactly the hottest character design, but I find something attractive about how her proportions are exaggerated, her cloudy hair, and the way she moves around. For my character, I like to do worldbuilding for the game/series I will try to make eventually, and wanted to have a sort of an “ancient aliens” thing in it.

>>982871
I’ll try to play around with the horns a little and see what I can do. My goal was for them to look like the horns from the sculptures in the Wikipedia article I linked (though those are just a few examples). I also wanted to give her a pair of swords that would match the curvature of her horns, so I’ll try to get all of those things to have some harmony with each other.

>>982913
I learned of the power of smooth shading recently after playing games like FFVII and LSD: Dream Emulator for the first time at the age of 23. Most people my age associate the retro game look with pixel texturing because many of us had never played genuine old games and are mostly exposed to faux retro styles. I was surprised to see how many old games used smooth shading, flat shading, and vertex painting. I’m unsure if modern smooth shading and old smooth shading work the same way, but I thought it was an interesting design choice to take inspiration from.
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>>982852
Here it is, babby’s first animation

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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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>>982922
So you are telling me that you roam on 4chan and still take everything seriously?
https://exceptionalindividuals.com/candidates/neurodiversity-resources/neurodiversity-quizzes/aspergers-quiz-test/
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>>982923
4chan is an aspergers website though...
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made $400 on here last week https://becomeamillionairetime.blogspot.com/
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>>982971
>money bag.jpg
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https://www.artstation.com/rikovladimir

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Anyone has this?
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>>983450
The old paradigm where people would spend money and then share the product with everyone is over
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>>983432
https://online-courses.club/artistic-cartoon-style-character-modeling-with-zbrush-coloso-seihoon-kang/
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>>983456
nvm it seems that you gotta pay 16 bucks to access the course
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>>983459
better than paying $156
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>>983456
>need to pay 16 bucks to access stolen content
grim

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Sup, /3/? I’m sick of Cris shitting up /v/ and all of the other boards with his dogshit models so I have decided to combat him in his domain.
You might know me better as the guy who made that one Jet Force Gemini picture, but I have much more impressive stuff than that.
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>>983349
then why are you still this bad? I refuse to beleive you have made this little progress in nearly a decade
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>>983349
if you are using an engine, the only thing you need to watch for is the file system structure when doing file I/O
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>>983374
Over the course of the last decade, I probably modeled about an hour or two a day. Keep in mind I was in middle and high school at the time: I had homework to do, projects to complete, I had to make sure I did my exercises, and I was dedicating most of my time with web application development. Now that I’m in post secondary education, I have even less time to use. Don’t worry, I’ll improve eventually.
>>983381
True. I’ll see if I can get export my game to other platforms in the following week since I’ll have a Mac to work with.
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>>980728
holy mother of sovl
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Based /3/ recognized fygoons genius

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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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>>983482
nta, I agree, methworhe-tiers of thin
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>>983482
>>983488
yeah, its how the Miranda model in game looks. And I wanted to stay true to the OG look before I went changing stuff.
but stick arms are out and adding a bit of muscle / volume to them.
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>>983493
nice bum
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>>983495
front look

I want one of you to show me how to make low poly model like this. Please show me. Please, please. Please. I want someone to stream and show me. Please. Why the fuck do I have to learn on my own. Please show me.
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>>983299
>>983339
>>983341
its pretty funny to see how mad people get over a few polygons.
im not saying its easy, but it is significantly easier than doing a detailed sculpt with the whole retopo and baking process.

at any stage in the process you can tweak your shape without having to worry about it, its just very forgiving
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>>983372
shit take
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>>983410
prove me wrong,
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>>983431
Show me 10 different artists that make good low poly right now, not baked textures from high poly.
I can show you 10 good 3d sculptors without a problem.
I make both things, you have probably seen a film with one of my sculptures.
But when I worked on a game company making a mobile game we had to go to Asia for good low poly modelers because of the shit artists produced here.
Hand painted low poly takes shit ton of time to make, and a lot less people can do a good job.
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>>983436
>Hand painted low poly takes shit ton of time to make, and a lot less people can do a good job.
true

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>AN OBJECT EITHER IS METALLIC OR IT IS NOT!
>YOU CAN'T JUST PUT THE METALLIC SLIDER TO 80%!
>IT IS UNREALISTIC!!!
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>>980215
Yeah I know I was just shitposting. But doing so does lead to some "interesting" results, particularly in Cycles. I was shining a spotlight onto a piece of Scene-Referred artwork I made in Krita, and the bounce off the bright parts of that image predictably led to the scatter of much more intense indirect light compared to a regular white surface. I also attempted to make a "super white" cube with a white that was 250x higher than display white and it kinda freaked Cycles out, leading it to slow down and hang.
>>
I _WILL_ violate the physics.
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>>980223
wtf anon NO
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>>980593
Yes.
>>
just do whatever works best for you

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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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>>982068
whats with corona scatter?
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>>981964
If you're still here, how would you do it manually? edit. spline then edit. poly and rotate some parts? or is there a way to rotate spline points?
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>>982969
What's up with it? If you are asking why those lineas appear it's because cscatter uses a poligonal solver and no a uv solver like forest. Try and add a quadify modifier to your soil object.

>>982970
Literally like that.
> is there a way to rotate spline points?
No spine points do not have an orientation per se, that's what nurbs are for. You'll have to do that poligonally.

I've found that making it manually is a chore but makes the best results. Leverage your modifier stack, use the path technique and then editpoly.
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when i have 1 bitmap texture pluged into a tile map, how can i make the texture rotate or randomize the tiling?
the material is applyed to a plane with 1 face, there any workout without having to use floor generator
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>>983389
You could play around with osl maps. I personally use bercon map plugin with multitexture plugin.

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I found this old ass video about a news story where a bear breaks into a house and plays the piano in Vail, Colorado. It looks fake as hell to me, but the comments and articles on other news sites are making me second guess myself. I could use some insight from /3/. The part at 0:55 gives it away in my eyes. Am I insane? Or did someone successfully push a fake story with 3DCG skills to a bunch of news outlets?
https://www.youtube.com/watch?v=txCn4TKGNyY
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>>983481
>the bear moving from place to place didn’t change the bounce light

It bounces all over the place, are you blind bro?
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>>983481
Scrub thru the video and look at the ceiling and walls, you can very obviously see how the ambient changes as them bright surfaces get occluded by the bear.
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>>983483
>>983484
You’re both are off wrong, the bear shadow on ceilings mysteriously appears but not animated when it comes into contact with piano. Admit it, it’s fake.
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>>983486
because the bears shadow in the ceiling is the bear occluding the light off the bright floor, when it stands off to the side in the room it doesn't block as much bounced light off that surface.

There is nothing mysterious about this anon.
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>>983490
1)Lightning contracts is not the same

2)Abnormal bear behavior

3)reflection is abnormal

4)odd sounds

5)clipping of bear in chair

It’s not normal, the whole thing screams fake.

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Why the fuck blender doesn't have a 2D rig?
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>>983420
that shit crashes on blender 4.

last update was 4 years ago.
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>>983423
github says updated 2 weeks ago, you could download an older version of blender to do this crap too.
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>>983423
>>
Cris, all this shit is just poor man's Opentoonz, just download that, it is free too.
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>>983416
>Why the fuck blender doesn't have a 2D rig?
because you get what you've paid for

How to get good relatively fast for props and weapon modeling? I need to get decent fast for personal reasons, any tips? I use maya and I understand 2D lighting and perspective in a mid level
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>>982964
Just use CAD software instead, weapons and other stuff are measured and built on the numbers.
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>>982964
>>982964
Cris, just so you know, 3D printed guns don't really work. You'll not be able to do your "personal reasons" with a 3D printed gun. It was a clickbait meme propagated by CNN and such.
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>>982964
depends on what you want to use it for (game, animation etc)
is it realistic weapons or cartoon guns
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>>983084
Realistic weapons for games
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>>982964
check boltondynamics
when he's not schizoing, he actually post some good tips on modeling weapons

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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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>>983340
That kind of low detail "anime" is completely at odds with any actual Japanese CGI of that period (which i guess is the 90s since CGI would be rare in the 80s even in the west, that weird Golgo 13 sequence excluded) 3D animations of that period would look like Poppy the Performer or Gregory Horror Show, stylized but not really trying to emulate 2d anime, video game pre-renders in comparison would try to mix anime with some more realistic designs like pic.
I still don't know what he's trying to recreate here, the low amount of details says that he wants to do some psx real time model thing like those FFVII lego minifig people on the overworld, but for some reason he decides that the models need separate fingers for the hands but even less details for the face, also instead of texture work he uses all sorts of material settings that are too intensive for that sort of thing with all those reflections.
Nigga should just make his mind on what degree of stylization he wants, also whether he's a woman, a chud, both, or neither.
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>>983463
Ah Kurwa, forgot pic.
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>>983463
>material settings that are too intensive for that sort of thing with all those reflections

or perhaps, he might be using some dying crt displays with fucked colors and overcompensating for the lack of contrast/color accuracy.
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>>983473
Sorry i meant too hardware intensive (I was not sure to say if it was CPU intensive since 90s render farm 'puters usually had some hardware to assist in this kind of shit and i think some later SGI ones already had GPUs) the reflection on the desk and all the alpha see through stuff looks weird with the rather simple geometry, Compare it with this Babylon 5 screenshot for ants.
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>>983475
And this.

Creating garment assets for game environments.

Seems it's a bit niche?

Pivoting from a Rhino + SolidWorks / Blender (to render) background.

What should I know?
Do you have tutorial/ resource recommendations?
**yes i have checked the intro guide**
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Does it make more sense to texture in CLO or bring it to blender and texture it there?
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>>981883
No. Marvelous has a view to layout uvs, just do that, export and texture wherever you normally do. Marvelous will export stitching at geometry iirc. You're better off building that into the textures with something like substance painter (or redo the stich geo procedurally in Houdini or geo nodes if you need autistic levels of detail)
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>>981880
is what you export from it meant to be bake-ready, or do you need to sculpt on top of it in zbrush?
>>
how do i make hot underwear for my hot women models
i tried looking for tutorials specifically for underwear and got some super sussy suggestions on youtube
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>>981880
Do you retopo in MD, or do you export to some other program?


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