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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 hate geometry nodes.

So I wanted to get an array that has a offset for example every repeated part is -5 of the original distance.

This is impossible to get in the array modifier (despite the devs being retarded for not including it)

So lets see how I can do this in geometry nodes.
Repeat something node yes???
WTF? What is this shit.

Youtube search.

LOOOK AT THIS GARBAGE!!!!!!!!!!!!!!!
https://www.youtube.com/watch?v=MqXYApfJuPk


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>>981679
There are the new quantum mechanical nodes coming but they're always in a superposition of being useless and being useless.
>>
>>981381
This might help you.
https://studio.blender.org/training/geometry-nodes-from-scratch/array-tools/
You don't need to follow the tutorial, just grab the nodes. I use them quite a lot. The circular array is really nice, since you don't have to do the retarded "add array on first object, add empty, rotate empty, add object offset to the array on your first object" rigamarole.
Whether or not the nodes do the exact thing you need, I dunno, but I'm sure it'd be easy to tweak with some basic math.
>>
>>981716
>You don't need to follow the tutorial, just grab the nodes. I use them quite a lot. The circular array is really nice, since you don't have to do the retarded "add array on first object, add empty, rotate empty, add object offset to the array on your first object" rigamarole.
HUH?

I remember doing something like this like in blende 2.3 and it used something (not geometry nodes) I think it was the particle system

>just grab the nodes
Why are geometry nodes so counter intuitive?

>Learn...
No they keep changing them in every new version. Get your shit together!
I was waiting for the first adopters to get burned however it is blender 4.0 and they keep on fuckign with the nodes!

>>You don't need to follow the tutorial, just grab the nodes. I use them quite a lot. The circular array is really nice, since you don't have to do the retarded "add array on first object, add empty, rotate empty, add object offset to the array on your first object" rigamarole.
If blender was not retarded and god portions of it being stuck in the 90s other in the 2000s they literally give you a extra box in the array modifier that says.

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>>981748
Oh, I see you're just throwing a temper-tantrum and venting for people to agree with you.
Hence you putting words in my mouth. You know, because I never once said anything about you "learning" anything.
I offered up something that might help (an existing setup that you just apply like any other modifier), but you're just looking to sperg out because something was added to Blender that you don't want to engage with.
Don't engage with it then. Simple as that.
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>>981381

geonodes was created as an excuse so that blenderfags and devs can say that it has """"parametric modeling"""" capabilities. you just have to DIY all the presets imaginable to do the most basic shit parametrically.

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I bought a 4090 to do 3D but apparently physics simulations use processor exclusively. What the hell man...
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>>981775
Go away, Cris
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Physics has nothing to do with graphics. What did you expect?
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>>981777
HOLY CHECKED!

CAPTCHA GAYX
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>>981819
Look mommy, I'm in the screenshot!
>>
SAME! But instead of physics, it just viewport playback. That uses exclusively processor to track objects (Makes sense when you take in consideration the processing tree)

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This is from Lethal Company. Whenever you're modelling/texturing/rigging/whatever and get hung up on stupid shit that nobody cares about, take a step back and remember that this game made $100m
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>>979847
>>
>>979848
average unity user.
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>>979848
https://www.youtube.com/watch?v=V5PX0FM5JWk
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>>976882
by looking at flawed models that made money
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>>976879
There isn't a point. Whoever made this model didn't give a shit about topology because it's not important. The game is all about a spooky atmosphere and online party gimmicks. There's no point spending a ton of time making the models look good when nobody playing the game gives a shit about it.

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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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>>981795
ur stuff looks badass godspeed OP
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>>981797
thanks, fren. Glad to hear that my work actually has substance.

So, we reached day 16 working on this project and with each day i think i am getting closer in recreating the artstyle.

Right now there are 2 things i need to get straight:
- making a texture map with the painterly effect of brushstrokes
- finding a way to produce a clean NPR render - using Maya

I am open to any ideas of how accomplish those tasks.

The greatest issue atm is to find the proper way to render the model. After 3 days of trial and error with Psoft Pencil+ i came to the conclusion that using Arnold aiToon shader is my best shot, although i am not even close in being satisfied with what i accomplished with my render-attempts.

>pic related
>>
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But, before i will continue to figure out the proper render-settings, i will try to make the painterly effect.

My plan is to take the normalmap and rebrush it with a knife-brush in photoshop.
>>
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Update:
Editing the the normal map does wonder. The render looks already way better. Now, i need to find a way to make the brushstrokes more organic and get the proper NPR 2D render.
>>
Looking kino, OP.

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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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https://www.youtube.com/@shamdotblend
views kinda tanked after I stopped making gaming shorts but algorithm seems to be liking my blender vids a little more lately. why anyone would sub to a retard posting his /beg/s is beyond me, but growth has actually gone up since abandoning gaming despite the fewer views. if I wasn't creatively bankrupt maybe I'd be able to make something worth watching
>>
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>>981756
boomers need to know if you have experience in windows 7, windows 8, AND Mac OSX

anything else is secondary and for dumb goyim who will continue to pay rent to boomer while boomer mows lawn

>TOTAL BOOMER DEATH
>>
>>981757
Reminder that I'm actually part of an Antifa eradication group in my city and still have good clients.
>>
This is my favorite so far:
https://www.youtube.com/watch?v=IfFk4gtmOeA
>>
>>981757
Reminder that I'm a hobbyist and I will post my work if I fucking feel like it.

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its kinda crazy what blender is capable of in 2024
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>>981604
I've never nutted before but I did try to have some sunk sprinkles as a normal map on my max-nut V1.0.

need to add that bulge around each individual sprinkle and make better sprinkles to replicate the delicious look of >>981595 but as a proof of concept I think it shows promise.
>>
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>>967490
I made low poly version.
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>>978619
this makes sense never thought of it before but yeah imo checks out.
>>
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>>981732
nice
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>>981807
Gothic is awesome..

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Previous >>959310

Discuss and post anime styles in 3d. From figurines to celshaded models, etc.
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>>981616
1. They make deformation and sculpting better and easier, you can also make adjustments easier when you select the loops.

2.Yes, ideally I would first delete that loop in the middle and see if the others can be properly connected into better loops, since you are using sudivision it is also easier to tweak them.

3. the triangle under the eye which could be removed in favor of some loops and quads, what I learned myself is how these areas shape up the cheeks as well, otherwise we end up with very flat faces, the diamond in that area may give you some weird results, my example also has it but as you can see it flows differently, when in doubt just triangulate a face and see how it will deform.
>>
>>980999
>>981531
Increase the cheek bones to create those cheek curves typical anime heads have.

Pic related should help you out; the blue lines are what we see as the contour/outline of the face. But the cheek lines (which are part of the facial outline of your anime character head in the 3/4 view) is more 'hidden' in the full front view.
>>
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>>981724
Here's another one.
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>>981725
Looking at this, looking at the models already posted. I was going to make a comment about this, but I wanted to first take my own advice.
A common problem I'm seeing is making the cranium way too small. Anime girls need lots of skull room for their big eyes and crazy hair. When you're modelling a brand new bald character it looks wrong to your eyes because the hair does so much to frame the face.
I Made this mesh a while ago but it was too detailed and didn't "look anime". This is after I've smoothed away a lot of details I had sculpted and moved her brow ridge another 30% lower on the face and from there the nose line down maybe half that. The hair and the textured one is just to see how it would look in context. That's not an actual face texture I intend to use.
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>>981816
same mesh with my eye shader, different hairs, and different lighting.
The one on the top left has this muddiness to it that looks like the normals catching some ambient occlusion or just lot looking good. Top left and bottom right look the best and they have the most lighting blowing out the normals.
What can I do to make the surface look smooth and nice even in poor lighting? Which there will be a lot of.

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Previous thread: >>973562
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Dog (prairie)
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>>981813
very nice fur shader
yours?
>>
how to change fps in blender without speeding things up or slowing them down?
>>
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>>981815
Use the time Stretching setting. Near the place you change the FPS.
It's a bit weird to fuck around with though, it's a ratio/fraction. 100:100 means 100% of the current frame rate, 100:200, means you're halving the frame rate (because it simplifies to 1/2), 200:100 doubles it (because it simplifies to 2/1). In fact, you don't even technically NEED to use 100:100 in the inputs, and can just use simplified fractions if you're doing something like doubling/halving the frame rate.
So say you want to go from 30fps to 60fps, without the speed of the animation changing, you'd change the fps to 60, and change the time stretching value to 100:200 (or 1:2). Or inverse if you want to go from 60fps to 30fps.

Do take note though, when you're using the time stretching feature, the little line in the timeline separates from the numbers (because they're moving at different rates). The line corresponds to how it runs at the current frame rate without the stretching, while the number at the top is what the remapped values run at. So you'll need to adjust your timeline's start/end point to compensate for the faster or slower speed. You won't need to adjust keyframes since they're remapped, but just the timeline start/end.
So if you have an animation that ran for 100 frames (1-100) @60fps, and you halved the speed to 30fps, you'd need to adjust your start/end to 1-200 to compensate. If that makes sense.

I probably over-explained things and made it more complex than it needed to be, but just fuck around with it and you'll see what I mean, and hopefully what I've written will start to make a bit more sense.
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>>981817
makes enough sense i guess. does it just interpolate the extra frames then

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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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>>981778
It's really simple
Just render a zdepth pass of the object from the top, use it as a displacement texture and animate the strength of the displacement from 0 to how much you need to show the object.
>>
>>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
>>
>>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.
>>
>>981685
>>981699

How's that discerning eye of yours now you sad fuck?
>>
>>981818
pretty good, man; feels great to be better than everyone else. how you doing?

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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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>>981761
State of War is close to that.
>>
>>981767
there are types of birds that will make nests in buildings like that under the roofs, they tend to carry all sorts of little debris everywhere as they fly in and out and around so i always see these tiny needles in crevices mixed with dirt and grime from peoples shoes
>>
>>981733
There's some cool ideas there I hadn't thought of so I'll include them. I was going to do a furnace or boiler, but I thought it might be too bulky. And I was going to do the pipes, but I wasn't sure what kind of pipes a basement actually has or which way they run.
I'll google unfinished basement and see what comes up.
Thanks.
>>
>>981601
I tried to use custom normals in maya scenes imported into unity, and it caused a lot of problems and was a pain in the ass to fix. If your project has to transfer from different platforms it can be unpredictable how normals survive.
>>
>>981729
take it as a compliment then

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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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>>981619
which emma model is this? custom job?
>>
>>981796
I like how it's bad enough to net get sued.
Just the right amount of mediocre.
>>
I'm looking fort suggestions for content creators that do behind the scenes stuff. I love seeing WIPs and the UI and tools involved. Please advise, as I love seeing people's workflows.
>>
>>981784
I like how it's bad enough to net get sued.
Just the right amount of mediocre.
>>
>>981796
yeah, its my custom
>>981799
yep

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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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>>981323
Never really liked Brackey's tutorials.
>he never goes over the basics while pedaling to people who understand nothing about coding.

like, to understand Brackey's tutorials you must already have the coding knowledge to understand the tutorial and therefore you could just do it yourself without the tutorial.

I fell into the trap of watching all his videos and just mindlessly copy and pasting them while learning nothing, I only came to understand wtf I was actually doing when I learned C# monoscript in uni years later
>>
>>981589
https://www.youtube.com/watch?v=hdl9xg4M-yc
>>
>>981788
>MaKe tHe CamRa thE PlAyeR
Do you know how stupid that sounds to everyone.
>>
>>981791
That's how it works.
>>
>>981793
No, the camera is not the player, the camera is the camera. It’s like saying you’re an alien in a alien spaceship filled with aliens. No, you are still a dumb human without alien special powers.

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blender idiot here

I'm making a model for a vrchat avatar and for some reason some bones are moving around on their own after I export as an FBX then reimport. I've searched all over the internet for a solution and a lot of the threads on various websites talk about animations and making sure that the armature is set to the correct frame of the animation, but I've never touched any of that. I may have fatfingered some hotkey during the whole process, but I have no idea if this is a bug or if I'm just retarded. I've applied all the scales and rotations etc too, so I don't think it's that.
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>>981663
No idea, maybe the other anon can see your file and find out.
>>
>>981661
Having a quick look the weights seem fine?

You have some zero weight bones which can be removed but other than that can you explain the issue your having fully?

Is the issue in Unity or in VRChats Engine?
>>
>>981765
also are you trying to modify the model? as if this is

https://nachoo.gumroad.com/l/Lupina

then it should have came with a unity package that makes importing it much easier, and you don't need to reimport the model if you added clothing just rig the clothing and then export the clothing to unity and add the clothing there if that is easier for you.
>>
>>981766
can you upload the whole thing to pixeldrain?

rather than your blend file? as I'm guessing you have made edits to it.

also yeah some reason it had a password

pixeldrain /u/9pvA6hEh
>>
>>981765
>>981766
>>981770

this is the one i bought, it had a bunch of shit on it that i didnt like so ive been going through the process of learning blender and unity to "fix" all of it

https://vrmodels.store/avatars/16814-lupina-6546.html

the weights arent the problem, the issue im having is that some of the bones in the armature keep moving on their own after i export as fbx then reimport, and i have no idea why. pixeldrain wouldnt let me upload for some reason so i put it here: https://file.io/fcwsu4eq03h2

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>Pirate Maya3D
>Search "How to do [ ] in Maya3D
>90% of tutorials are how to do it in Blender

WTF? I thought the shit posting on /3 was a joke. Blender has taken over.

Best I could find is Mike Hermes and Academic Phoenix Plus, but there are a load of special effects they don't cover.
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>>
Strange how there are loads of tutorials spoon feeding Blender how tos but modlers are few and far between. On top pf that, the ones ypu find are either really good pro level or absolute beg tier. Theres little to no inbetween.
>>
>>981717
There's nothing strange about that at all.
The middle ground is the area where you're kind of just expected to know what you're doing.
Beginner shit is for beginners, pro level shit is mostly theory and workflow shit to augment and enhance what you're already doing. The in-between is that "just right" section where you're not a beginner, and you know how to model well enough to get by without much help. In the case you do need help, it's usually enough to just check how other people have solved similar problems. Then you slowly just shift into that "pro level" theory territory where it's all about optimizing your workflow, or seeing new tricks to model things in a different way.

It's like riding a bike.
There's that wobbly stage where you're just starting out on 2 wheels and you're not all that skilled and can still fall over.
The middle point where you can clearly ride a bike, people expect you to know how to ride a bike, and you have confidence riding a bike.
Then that final stage where you achieve complete mastery over normal riding and you start doing BMX tricks and shit.
>>
>>979823
Maya is for professionals only, you should already know what you're doing when using Maya.
>>
>>981744
>you should already know how to use a program you never touched.
retard.
12yos should have 0 access to the internet.
>>
>>981769
>12yos should have 0 access to the internet.
They really shouldn't though.


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