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File: 0.png (2.29 MB, 1080x1920)
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Welcome to /3/ - 3DCG, 4chan's board dedicated to 3D imagery and modeling.

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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.
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>>1028107
Yeah, put them in a collection then create a collection instance
>>
What's the best way to go from procedural textures to game asset? I mean for something huge like a castle. For small things obviously you can just bake it but for something huge I don't think I can do it without texture size getting out of hand or quality suffeering. What's the proper way to create environments? Should I drop procedural texturing all together or maybe break up architecture into chunks like divide rooms into chunks? Right now I am working on something like a huge dome inspired by a pantheon which has some radial symmetry, but if I divided it radially lining up textures would still be a pain in the ass and then lining it up without seams would be another problem.
>>
>>1028128
Bake the procedure texture on a plane somewhere and use that as a repeating texture for the castle
>>
>>1028129
That would kinda remove the point of procedural texture. And now I'd have to fuck around with aligning textures, normally I wouldn't bitch about it but there surely has to be a better way to do it when you have to do it dozens of times with modular assets.
>>
>>1028130
that kinda depends on what part os procedural. If it's noise and stuff then yes, you can bake that to a tiling texture and get away with it
If it's for a game asset unless you somehow can afford a spare virtual texture aka megatexture, your only other option is to bake the big texture at comparatively low res.

What actual games do is they use trim sheets, sets of tiling textures that can easily be made seamless while offering plenty of variation

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File: Breath of the Wild.webm (1.64 MB, 500x600)
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How did they make her cheeks squish like that without using too many joints in the buttocks area? As you can see, no physics engine is at work. It's just animation.

https://strawpoll.com/GeZAR63w8yV
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>>1028118
Hey, there's no way that much squish is possible with a single joint.
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>>1028119
Then you'll have to remain a failure
>>
>>1028113 (OP)
What the fuck did they do to her ass? It looks like she has pudding in her pants.
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>>1028119
the hand paintef highlight is helping sell the roundness of the butt so as the leg deforms the butt you see a squish that looks good but its mainly cause the texture is deforming that makes it look right. without the paintwd highlight i think you would be more convinced its just a joint. But it is indeed just a skinned joint this is nothing fancy.
>>
Hyrule Warriors models are quite simple; legs have only one deformation bone to each thigh and pelvis. It is just a good balance of bone placement, topology work, mesh weight distribution, and animation. The animation is, in fact, so good that it sometimes will fool you into thinking their breasts are moving, even though they share the same one chest bone.

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Previous: >>1024628
Daz youtuber's and general guides:
https://www.daz3d.com/help/help-daz-3d-video-tutorials
Wpguru, Parmy, Travis Davids (Marvelous designer), Thundornd, CgBytes, Kelvin Jin
(Pruned some long inactive suggestions from past OP)

Bridges: https://www.daz3d.com/daz-bridges
Suggested Blender Bridge: http://diffeomorphic.blogspot.com/ (GOATED)
Use this if you are an AMD or Intel pleb.

News: Daz content now on Unreal's Fab marketplace
https://x.com/daz3d/status/2041910820612010085
Daz 5.0 this year for reals!

Some anon created a cool character morph. Meet Quinn! https://mega(.)nz/file/rmZQWLKZ#lh4aluWj6drjfPLkW7FVAUVDaOZZqJfqjoAvsREDo7U

Comment too long. Click here to view the full text.
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>>1028084
>>1028091
I'm of two minds about it. On the one hand, the K-Pop look is kind of creepy; on the other hand, I vastly prefer it to the bratwurst-lipped hyperbimbo or the Bogdanoff sewer mutant types that are so common these days.
It's like all the creators just collectively decided, "ugly = sovl"
Or maybe they want to discourage people using their characters to make porn, which I can appreciate.
>>
>>1027976
moar
>>
>>1028093
Bimboslop and k-slop are both equally awful in their own ways. For me it's nerdcore.
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>>1028106
>>
>>1028112
I was just thinking about how these threads need more Quinn

H
blender bros on suicide watch
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>>1028055 (OP)
I want to proompt, and I'm not joking. I want to do three boulders and prompt a dozen variations in the same style, for more pointy and big, for stalactites and stalagmites, for smol non-colliding decorative ones on the surface, etc. I want to ask it to rename stuff for me to not go through hierarchy for few minutes and ctrl-f2 objects and collections separately. I want to ask it to link colors for me using drivers so that I can change color on prototype object and it changes everywhere automagically without doing it every single time myself by going through R G B A fields individually, right click Copy AS New Driver, and then Paste Driver on every corresponding fields.. I want to iterate doing some simple strokes on top of images to reprompt for changes. I want to be able to finish stuff in reasonable time, because even having 100% free time isn't so much when it comes to 3dcg and gamedev.
>>
>>1028078
>Uohhhhh
>Im gonna ... Im gonna prooomt
>Aaaahhh
>Im prooompting!!!
>>
I'm very glad I don't have llm psychosis in either direction
Because for a 20 dollar sub to codex (don't pay anthropic until they fix their rate limits), I built my own custom clis for blender and Houdini and now the clanker writes most of my code for me and sometimes even helps clean up shader graphs
For a 20 dollar sub you could build most custom add-ons, automation scripts you can think of with a couple of prompts
Just don't try to get the thing to model or do the art, because it's still shit at it
>>
This happens every time a shady and/or big company gives some money to blender, and ultimately nothing happens. If anything, it's just poor PR.

I'm still amazed at how bulletproof the open source agreement is for blender. Regardless of what legal stuff they have on paper, you'd think some corpo giant like Adobe would just buy out the ground under them and take it anyway.
>>
>>1028090
That's the power of GPL. Meanwhile open source retards give their shit away for free under MIT.

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Previous thread : >>1019271

Discuss and post anime styles in 3d. From figures to celshaded models, etc.
Recommend Youtube Channel :
https://www.youtube.com/@user-sy9do4tr4h
https://www.youtube.com/@yuucg5187
https://www.youtube.com/@mmcganimetic
https://www.youtube.com/@fusako3d
https://www.youtube.com/@sulbi03
https://www.youtube.com/@Neogools_3D_Trainning
https://www.youtube.com/@Uzuki_Riha
https://www.youtube.com/@chichaart
https://www.youtube.com/@MrZingyGuy
https://www.youtube.com/@pachiko_blender
https://www.youtube.com/@ShionMgr

Comment too long. Click here to view the full text.
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I'm afraid to post on or even peruse these threads since comparison is the thief of joy and I'm so afraid of being outdone by other anons and getting demotivated as a result. I wish you all the best of luck though.
>>
>>1026892
>>1028046
Nice!
>>
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What is the best way to achieve a result like this, where the top of a curve is larger than the bottom part but only in a specific axis direction.

Alt+S scales evenly so it's out of the picture and since the curve inherits from "one" piece of geometry I dont see how I could scale it like this.
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I need a cel shader with double rim lighting where I can control the color and magnitude of the fresnel for light vs shadow separately, I have two issues with the current approach
If I just add another fresnel and decrease the factor it gets absorbed into the big one because of blending. Also, the blue/red rim shouldn't be meeting the white rim (like it does on the nose) but I think the factor should fix that.
Second, the add node changes the colors and I don't want that, but there's no other way to mix it because the non-light part of the fresnel is a black color.
Any help would be appreciated
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>>1028121
Here is the shader

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It's unironically over. AI can make better topology than 99.9% of /3/.
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>>1025855 (OP)
>It's unironically over
yeah it is. But not because of this; it's because of image to video.

You don't even need 3D anymore, it is going to become a niche hobby thing. It's sad; I spent hundreds of hours learning blender and now I can just make an animation like this out of a game screenshot in a few hours. At least blender was fun; this is like brute forcing / trial and error of trying to communicate what's in your head with a weird autistic savant.

Animating still 3D renders and screenshots looks as good or better than actual 3D animation with materials and keyframes and all, if you ask me. And that's just with Grok; if I could use Seedance 2.0, man...

Fortunately, I think artists can utilize AI to make art far better than non-artists. The only hard skill required is communication (via text and images)
>>
>>1025855 (OP)
>topology
You mean that shit that we already try to automate as much as possible because it sucks to do?
>>
>>1027821
>I spent hundreds of hours learning blender and now I can just make an animation like this out of a game screenshot in a few hours.
You can make some garbage that would take a few minutes in a few hours?

>Fortunately, I think artists can utilize AI to make art far better than non-artists. The only hard skill required is communication (via text and images)
>my ability to write is better than a skilled autist
You are ESL and unskilled and you will be replaced by AI, because people like you are the the only people it threatens. You
- Don't know what you're looking at.
- You can't make it.
- People can't explain it to you.

The best you can hope for is being like Cris doing this for thousands of hours as a hobby, but staying dogshit, because you will apparently never learn that this shortcut taking is why you are shit at it.
>>
>>1027825
You can only automate it if you know what you're doing. If someone makes a one button tool, all that means is people who don't understand topology will have new ways of fucking it up.

Take rigging for example, it's actually very easy these days, if you have learned how. It's not time consuming like it used to be. But, that doesn't stop the very same people
>uhghh, I spent hundreds of hours learning blender and now I can just use with automatic weights
And it looks shit, even though they think it's great that it's better than nothing. And then, because they go out of their way to show everyone how bad their work is, they complain how competitive the industry is.
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File: ms ines raya TFD.webm (4 MB, 416x752)
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>>1027915
I was drunk when I posted that. But still, it's not wrong.

>You can make some garbage that would take a few minutes in a few hours?
It takes a few hours to gen enough good material and pick out the best from it to the point I'm satisfied, but that's me. Indeed, many lazy fucks just take the 1st slop the AI shits out.
I made this on Wednesday. I would've made it in blender if I didn't have to be a fucking god at it to do so (and need several weeks of work).

H
Just how groundbreaking was this video back then?
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Aw shit
https://archive.org/download/finalPacMan
https://x.com/spongeis6/status/2022153972891742490
We need this converted to other formats right away.
>>
>>1019203
They did the shields in the original Dune by hand even though they look like proto-CGI.
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>>1019195 (OP)
i shoulda learned
to play the guitar
i shoulda learned
to play them drums
>>
>>1019195 (OP)
Relatively groundbreaking, considering these were the seeds ReBoot came from.

I'd argue there's some things that were more groundbreaking like Wrath of Khan's Genesis sequence, but there really wasn't a lot of things like it outside of commercials or broadcast graphics. And certainly not a whole lot of character animation that weren't simply in-house tests.
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This was crazier.

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Why is this thing trying to become bloatware jack of all trades like Blender? It will just run at 20 fps instead of being specialized lightweight software. Also, I heard its better than Substance Painter for some parts of texturing. Any inputs?
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>>1026907
Kek, I tried to find the answer to this myself a week or two ago and this time I found that it's only illegal to do porn. I didn't dig too deep though.
>>
>>1026907
>>1026980
Why do they put politics and religion in? I don't want a forced pigkrainian flag shoved onto me as an icon.
>>
>>1026846 (OP)
LMAO, look at that bloated UI.
>>
>>1026846 (OP)
is it made by the azov battalion?
>>
>>1026846 (OP)
I was surprised you can apparently sculpt in it too

H
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I've heard of people using it for small simple 3d games. What do you think of it overall as an engine?
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>>1026140
Fixed. When making a rigify chain, I had to only give the first bone a type and leave the rest blank.
>>
>>1026104
>implying you are ever going to make anything non indie
>>
>>1023575
cruelty squad
>>
>>1023041 (OP)
Not worth it, for every problem that Godot fixes you're going to run into 5 more.
I remember trying to do a small Touhou like in it, and instead found a Unity sub-engine that already did 90% of the work. I saw if it could be ported to Godot and, guess what, it's not possible, not only due to incompatibilities, but due to stupid engine limitations.

Trannies can't create shit, only corrupt. The devs are more occupied with their public image than developing, if Linus was like them the Linux project would be long since dead.
I'm not even trying to chud, it's true, Godot is a dead dream. Use it only if you're sure your ideas are goated and are scared of computers.
>>
>>1023575
>engine
slay the spire 2

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File: rentaneko3d_1.mp4 (2.58 MB, 720x1280)
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Previous: >>1021529
DLSS Edition
Someone needs to leak that build
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>>1028034
Nah, you just enable auto-keying
>>
>>1025688 (OP)
Is there a source for workflows?
I'd like to animate prebuilt models for compositing into video.
My experience with blender is downloading and opening it. I don't want to learn how to make a donut.
>>
>>1028092
https://www.youtube.com/watch?v=JckDEblB7gc [Embed]
https://www.youtube.com/watch?v=-ZUouFi2DaI [Embed]
https://medium.com/@davidoneacre/surviving-your-animation-thesis-a-post-mortem-of-my-own-short-film-b827f2cf1f15

You can also fish interesting stuff about layouts and sets from those two but they're mostly a complement to the sprite fright one above
https://www.youtube.com/watch?v=Gu12L2sTwv8 [Embed]
https://www.youtube.com/watch?v=ZvqmGPbu20A [Embed]

Mostly unreal tech stuff but they do go into their workflow
https://www.youtube.com/watch?v=uzTo5vQchkk [Embed]

Kinda unreal specific but generally instructive, especially the third which has a bit of an unusual approach:
https://www.youtube.com/watch?v=VQWo4_RbdEE [Embed]
https://www.youtube.com/watch?v=yusJ-jH3wAg [Embed]

Comment too long. Click here to view the full text.
>>
>>1028095
Also this one for Milky Subway, pretty informative, auto-subs are not perfect but sufficient
https://www.youtube.com/watch?v=O1NXYCEHdjs [Embed]
>>
>>1028095
>>1028096
Saved.
Thanks, much appreciated.

H
AI only takes the jobs of shitty artists. End of discussion.
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bump
>>
>>1025972
Cool it with the racist dog whistles
>>
>>1026459
>racist dog whistles
how is he signaling leftists?
>>
>>1025796 (OP)
Original was AI.
>>
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>>1025796 (OP)
>3+ years of AI and not a single illustrator has been able to debunk this

H
i want to try to be a vtuber, but i dont know Where and how can I find and create my own model, and in general, how to do this? I really want to, but I dont know how. Everyone says different things, and I dont know what to listen to.
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>>1027719
Stop Im getting so erect
>>
>>1024961
If I ever get to vtube, my name's gonna be Pidor Sosihui. Nobody will get what that means other than rvzkiz.
>>
You've had ten years to figure this shit out
>>
>>1024411 (OP)
you are better off asking on the actual vtuber board they have a general exactly for aspiring autists like you.
>>
>>1024411 (OP)
If you relate to the whore on picrel, don't be a vtuber please, just swallow the pills.

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imagine beign this guy right now
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>>1028008
I enjoy prompting for my hobby projects. Not big picture, actually doing it step by step, prompting for refactors and renames, prompting to split code into files how I like and then deciding it's too granular and reprompting to refactor in a different way... all without feeling bad about wasting so much time to manully grind those refactors myself. A lot of stuff I procrastinated about before now is easily promptable, which I like. I won't claim that it's not evil or harmful long-term, etc. Just telling that I see something positive in it for myself.
>>
>>1028008
I work as a graphic designer and it's basically the same shit. Some engineers have build a node based WebUI for us with an OpenAI API and now we need to test it, find methods to automate content generation and report to management. A fifth of our content has to be AI generated now. For what reason? Nobody knows exactly, but probably to attract some of the retarded shareholders. Work has became so boring and soulless, but I am too tired to reject this shit any longer and just move along this nonsense to accelerated and watch it burn. The thing is, AI requires so many iterations until it produces something useable and we just burn through tokens for no reason at all. I hope that the company gets fucked over by (Open)AI in the future so I can laugh at them and say "I told you ¯\_(ツ)_/¯"
>>
>>1028008
Bank cybersecurity KPIs involve minimum numbers of copilot queries now. Ive got buddies who have it running in the background playing minesweeper to hit their metrics while they do all the actual work. I really hope your bank and super are being run by guys like that and not guys who vibecode with your life savings
>>
>>1028042
>>1028049
ai is just fucking trash man so sick of this shit
>>
>>1027919
True, even artists use automation of boring tasks wich deprives hundreds of jobs. They don't care about that. They care about their non-existant dream job of drawing 3 hours a day and gooning for 6 more.
They don't bat an eye when games now all play, look and run the same due to engines. But using a program instead of an illustrator!!??? that's where they draw the line.

H
YOu see this foot?
took me 40 mins while watching a tutorial on how to do it.
Only 300 verts
pic related has sub d on for niceness.
Going to work on the head soon enough. Wish me uhh luck.
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>>1026243
I can't sculpt for shiiee man.
>>
>>1026212
It looks like a jade death mask of Scout tf2.
>>
>>1026163
damn, thats a genius loop, ty for this idear anon
>>
>>1026163
what other loops would u recommend anon, preferably with pic examples, thanks
>>
>foot
is Quentin your first name?


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