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Post anything Gunt related or of a Guntish nature>I want to use the Gunt modelGunt's model should be here:https://drive.google.com/file/d/1r0MbQRcUnbRGwzS4wRSYEfjrLFUoP3b6/view?usp=sharing
>>973650???
>>977620quite verbatim what i said is what i meantif you dont know then dont worry
>>918176>>>/mu/121078838
>>945229we will never know
>>918194I dont need to, was born Gunt'd already.
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.
>>982448>>982435Correct me if i am wrong. I went in with the mindset of sculpting - which means, not paying to much attention for polycounts or topology.Now, isn't there a way of taking all the highpoly details and putting them on a mesh with low poly topology?>You need the individual pieces to be together like a real model.Why isn't that happening automatically? I only got 3 subtools in ZBrush.>Whenever you run into a problem, keep buying new equipment. It's what the professionals do.Nah bro, that's only depending on the task. My current CPU is really not good for this kinda work. https://cgaward.com.ua/blog/hardware/which-processor-cpu-is-the-best-for-fast-rendering.html AMD Ryzen 5 2600X is under the last 4 CPUs.Sooner or later i have to upgrade the hardware.Comment too long. Click here to view the full text.
>>982460>Now, isn't there a way of taking all the highpoly details and putting them on a mesh with low poly topology?stop doing anything else until you:1. watch this to understand how projection works in zbrush:https://www.youtube.com/watch?v=Zp07GW3rND02. retopolgise and uv your meshes3. apply steps from 1 to project from your hires sculpt onto your new mesh from step 2.your current cpu is more than capable of doing what you need from it right now (later on with big scenes etc is a different matter)honestly, if you don't sit down and figure this out now, this whole thread is a shitpost.
>>982461HOLY FUCK, THIS IS WHAT I WAS LOOKING FOR! I WAS STRUGGLING SO MUCH BECAUSE OF THE LOSS OF DETAILS WITH ZREMESHER
>>982381This is where i am going. I chose the SAE because of 3 reasons:- there is nothing else in my environment that offers this field of study- i am in the fortunate position, that i don't have to pay for this education (~ € 30k for bachelor degree)- i am in the fortunate position, that i literally get paid for studying the next 3 years Let me explain this a little. I served for 9 years in the military in a special contract. It's a contract that offers a resocialising-scholarship:- € 35k budget for any kind of education- 80 % of your monthly during study timeIt's the first time in my life that i witness the moment of doing the things i really want to identify with and also get paid for it.
>>982208>passionately craftedYou didn't even put in the effort of learning 3d to at least an amateurish level before starting this
>"don't use blender EVER. never ever EVER use blender PLEASE use literally ANYTHING else or you will NEVER make good art, EVER">search "#b3d" on twitter>significantly large community that creates portfolio-tier content with the most visually and technologically impressive 3d bullshit i've ever seenis this a bit or something, or
>>979401Your English chat-box can't pass elementary school level, shut up about your dumb language that is entirely made up.
>>979417Case in point.
>>966759Ive been doing 3d for games and film for 10+ years nowMilkshape was my first intro to 3d, then blender. About 7 years in I forced myself to learn Maya by uninstalling blender and not taking any contract work for a few monthsI have to say, it wasnt worth it at all. Maya is a sluggish, unintuitive bugfest compared to the modern blender releases, with a tight grip on the big boy industry and the wannabe big boy industry of small to medium studios. These are usually lead by 40+ year old something hacks who can barely model anything in under a week but swear by Maya as if its their grandmothers shitty chili recipe. Its a human nature issue, the arrogance of unwilling to change towards something better. Usually with the excuse of "our pipelines are built around Maya"Well guess what, most industry pipelines are streamlined and universal. Your shitty tools can be recreated for blender or you can at the very least let your modelers use whatever they fucking want and then pass it on to the riggers and tech art monkeys to implement in your super cool secret pipeline that is a holy thing that cannot be touched.
>>965080This is also happening in software dev because it turns out when nobody is hiring for months at a time people don't just specialize at random for funsies and do non-dev work to pay bills in the interim.
Is possible achive late 90/early 2000 cg SOUL in Blender? if so, how?
Previous thread: >>973562
the power of blender
>>982450shift+click??? or maybe click on one int he center of the area you want and use "+" to expand selection?
>my colors are dull>fuck it, copy some textures from a different model i downloaded that has very bright colors>colors are still dullwhat am I doing wrong
>>982456my guess is wrong gamma setup
>>982457>>982456>but howidk lol, but I've seen it before
I made this donut to celebrate me using blender for 8 years, hurah
doughnut birthday? a "D-day"?
>>967030
>>981709?
>>971994yes, don't waste your time
>>965344how did you do the 'glitter' effect?
What should i do next anons ?Modeling and geometric nodes were the most interesting part.
>>980374I want to put my pee pee on those doughnuts
>>980855I love this.
>>980855checked & cringe
>>979985Anvil teaches you even less than the doughnut
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.
>>982412it's a 3D model of a Buddhist monk.
>>982417He should see a doctor for that thing on his forehead.
>>982418you got it, it's gone.
>>982441And why does he have a doughnut wrapped around his neck?
>>982444that's a snake, just haven't modeled the head yet.
>I have purposely taught them wrong >as a joke
>>981946>>981948>>981949>>981953>>981962>>982014>>982017>>982026>>982035>>982044>>982047>>982048>>982053>>982054>>982055Comment too long. Click here to view the full text.
>>982048TELL US. TELL US NOW.
>>982433lmao all you people care about is muh job, you have no soul I love 3D as a hobby and with the hope of one day finishing my indie game
>>982048TELL US NOW!
>>982433Are you the only employed Blender user? >>982445>indie gameI hope it's a game about 3D doughnuts
Just my luck ffs finally have a week of free time to try to learn something and it's gone.Not saying I'm lost without it but it would help.
>>982429It's pretty useful if you have to use a model a lot during a production.Also he says that male model training data has generalised to a female shape, which would make the training worth the upfront training cost. Performant enough for realtime as well (mostly next gen I'm assuming)
>>982436>Performant enough for realtime as well (mostly next gen I'm assuming)you lose over 100fps per character even with heavy optimizations
>>982438Solved by adding more machine learning to generate frames
>>982436>useful during a productionNobody here works and/or will ever work in a production.
>>982442its better to work on your own productions in your basement in this day and age, really
What are /3/'s thoughts on this new GLITCH animation?Personally, this is some of the most creative modeling and animation I've seen in years https://www.youtube.com/watch?v=HwAPLk_sQ3w
Just watched ep2. It's cool I just cant fucking stand the lack of highlight compression in the rendering.
Episode 2 OUT NOWhttps://m.youtube.com/watch?v=4ofJpOEXrZs
Sorry for the wrong link. Here's the CORRECT ONEhttps://www.youtube.com/watch?v=LCEhBBk080I
>>982338I think its a concious stylistic choice to evoke the shitty edutainment aesthetic. [spoiler]And obviously to make the workload a little more reasonable.[/spoiler]
>>982428
I’m new to sculpting. What tips should I know to help me better understand and visualize the things I want to make?
ALL /beg/ questions belong in /beg/
>>982416>What tips should I know to help me better understand and visualize the things I want to makeWhen you're observing a reference of something and making judgement about the spatial relationship between features,pay careful attention not just to how the thing you are making line up to what's adjacent locally but look at the distance from that featureto several landmarks around your subject. Finding out that something is off in your representation is easier if you compare it to the whole.When you consider a curve or an outline of a feature don't just consider the shape of the feature itself but consider the shape of the outlineitself from the negative empty space side. Your brain has numerous preconceptions what a human is supposed to look like, but if you abstract theshape from the negative side it is easier to see it for the shape as it actually exist in your reference. That later is a quick trick to increase your accuracy making your eye measurements much more precise by simply doubling the data you're considering.Sometimes your mind get tired and you need to walk away from a piece to see it with fresh eyes, but if you are under time constraints and need to judgeyour shape more accuratly right now you can do things like flip the canvas upside down, invert the colors etc to stop seeing the surface as a familiar faceComment too long. Click here to view the full text.
ayy lmao
>>982421Thank you. I also want to ask youIve been trying to closely look at the shadows on the reference because I’m thinking that’s how I can fully grasp the shape of the face and the cheeks, but is this the right way to do this
>>982431shadows 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 naturalsort 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.
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.
>>980142Do it with this model: https://3d.si.edu/object/3d/1903-wright-flyer%3Ad8c62e5e-4ebc-11ea-b77f-2e728ce88125I know you can’t because the scanner messed it up and become impossible to use it.
>>979843same way they mastered pixel art:by being a country of obsessed pedos
>>979843It's all in the texture
>>979843Why 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
Previous: >>968906Daz youtuber's and general guides:https://www.daz3d.com/help/help-daz-3d-video-tutorialsWpguruParmyTravis Davids (Marvelous designer)ThundorndCgByteshttps://www.laylo3d.com/https://thinkdrawart.com/Kelvin JinBridges: https://www.daz3d.com/daz-bridgesSuggested Blender Bridge: http://diffeomorphic.blogspot.com/Comment too long. Click here to view the full text.
>>982073>For some reasons some very, very tame Pixiv artists were b&n earlier this year (and later this previous years). Most have no idea why. We're talking as tame as Ganseki.>>981485>does anyone knows what happen to gansekiiwao on pixiv? They nuked his account!!! Where I can find his stuffs now?I think I may know why. I read their terms yesterday and they do seem to disallow pictures that look "photorealistic" and it says it can lead to the suspension of the account.
>>982214>>982218It was an image set featuring a character from a porn VN. They wanted more of her. It ended up being about 30 different images. Told a little story. I don't want to boast too much, but I get told my stuff doesn't look like DAZ, which is probably the highest, albeit, back handed compliment one can get. I do allot of custom morphs using Marvelous designer and Zbrush so clothing and skin aren't so static.There's allot of money in the VN market. I've seen 50 to 80 dollar commissions routinely go to people using Koikatsu and Honey Select ONE.
>>982396How did you get approached, like where is your main platform for people to notice you?Also what is VN?
>>982355Fuck, maybe I should learn how to make custom Daz sculpts. Last time I spoke to Toto, his queue was 1 year long.
>>982400VN is a Visual Novel.I float around some f95 VN servers and post here and there. I'd rather just make a VN and post it to steam and collect residuals than have a patreon. It's not unheard of for a 2 person project collecting 6 figures in a single year.
Which VR device has the most accurate/precise controller tracking for modeling in VR?
>>982367No, Cris. The bestest are the jannies.
>>982368No, you are the only person who is the best
>>955958This is the best one
>>971886This is the second best one