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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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/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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>>980893
>>981179
>>981221
not trolling, just coincidence
I was sculping loppuny to make a figi
but I coldnt pose yet and forget to update the wip,
also Im planing normal/huge breast.
>>
>>981693
Needs a stack of shitty plastic storage containers.
Some old pillows from an old ikea couch that fell out of commission, but you haven't thrown away yet.
Some half used paint buckets, because you'll need the same color later to make repairs.
An exposed furnace, with that tubing that goes to various places in the ceiling.
The laundry machines.
Skinnier floor rafters, with more wires going this way and that.

Just google "unfinished basement" to see the innards of a basement, and not the converted front.
>>
>>981729
So a slutty bunny to rival Warframe's.
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>>981733
The people who owned my uncle's house before he bought it put urinals in the basement, and the garage. Not gonna lie, they were pretty useful.
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>>980444
Since i like a lot old game called State Of War im making kind of models from that game they are not 100 accurate.

so imagine that i got good at 3d modeling, how do i realistically make money? is porn the fastest and easy route? how do you build a fanbase or do you make videos for pornhub and cash on views?

i dont want to work in a studio or with other people, want to fly solo here
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>>977345
I agree with you anon, the op looks like a flab monster. Zero appeal
>>
Can someone give me a quick rundown on Pixiv? I have never used it before but I want to expand my reach. It's mainly used by japanese people?
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>>981671
don't bother they're systematically eliminating nsfw from the platform
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>>981376
were you trying to recreate those jewish goblinas from that weg everyone posts?
and any new account on twitter gets instantly auto banned in order to force you to put in a phone number. other than that flag your shit as nsfw or the algorithm will crush you when it detects you're posting nsfw
>>
>>981750
What about fetish but clothed art?

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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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>>981675
it has a unified mesh for male and female characters which means there's no mesh topology for the nipples so you have to use geografts which have to be massive to fully replace the tits with g8 style topology
they could have just made g8 but better but they're fucking clown retards who think people want to make disgusting dysgenic androgynous people in their hot bitch dressup simulator
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>>981275
>>981276
>>981322
favorite emma, simple as.
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>>981518
Option A: Create a custom morph in Blender or similar

Option B: Fit Control

Option C: Mesh Grabber
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>>981713
damn, she has been working those deltas. Yum yum
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hey guys. just made my first 3d model. let me know what you guys think of it :)
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You didn't make that.
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>>981736
looks pretty retro cgi 90s studio ghibli. do you have any retro cgi 90s resources and tutorials? ps1 lowpoly graphics nintendo. studio ghibli low poly 90s cgi. how did you make low poly 90s anime cgi in studio blender?
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>>981736
This is Scuttlebug from N64 Mario.
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I like him :)
I will cast him into the stew with garlic and onions
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He's cooked

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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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>>981381
Looks logical. They split the functionality into small atomic elements which can be recombined in many different ways.
It makes sense to separate the offset logic from the duplication functionality, that's why the geometry node version can do whatever you can imagine rather than being limited to what the developers thought to include.
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>>981490
>They split the functionality into small atomic elements which can be recombined in many different ways.
More atomic then objects????
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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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I am now much stronger, and now have mastered AI as well as 3D and 2D.
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>>981703
>kalina 2
how the fuck are you making the second game when you haven't even released the first one
>>
>>981703
>he's gone back to Godot again
It's so tiring.
>>
It took me a day to make this.
Pls rate.
>>
>>981738
https://www.youtube.com/watch?v=-PCRanYQ7-s

forgot to add my link.
>>
>>981738
If you are beginner i think it's okay but if you already did some programming it's way too long but still cool keep working on it.

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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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>>979934
i didnt read your guys' conversation but MASH is just one of the available built in add-ons that you can turn on in Maya with useful features for dynamics with better performance and instancing geometry in interesting ways that can stack like modifiers. its really easy to make the sort of junk that would be projected on a big screen while music is playing at a show or shit like that.
>>
>>979939
Ah then yeah, I can't say other software has anything like that. At least as far as making something super fast that'd run at a show.
Geo Nodes maybe if you keep shit simple, or the extinct Blender Game Engine, but maybe I'm still kind of misinterpreting what it's for.
Still it sounds pretty neat.
>>
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.

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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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>>981480
I've watched the documentary on that channel about Godot being a cult modeled after the Blender Foundation and I completely agree.
>>
>>981585
But we already knew you aren't able to form your own opinion
>>
>>981580
GDevelp can’t upload 3D idiot.
>>
>>981586
I knew the Blender Foundation had become a cult for a long time. I didn't know that the Godot people were copying their model.
>>
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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

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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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I detest Ocarina of Time and consider Dinosaur Planet to be a superior game.
>>
Can't wait to report your next github
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>>981667
Can’t wait to see you disappointed when I unleash my next GitHub.
>>
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Axolotl Men.
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Here’s the enigmatic Warlord, the main antagonist of my game and Fygoon’s nemesis.

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its kinda crazy what blender is capable of in 2024
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>>981595
Next time crop your donut photo better. Also if you are finnish please commit suicide.
>>
>>981599
would be kinda fun to attempt making that kind of detail for a donut tho. Like the way the sprinkles are individually broken and embedded in that glaze and how that bread-crust actually shade.
>>
>>980541
debunked
>>
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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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How do I improve sculpting bros? Does this look like I need to know more Zbrush to improve? I feel like I can’t draw the planes and I fuck up on the mouth a lot
I want to improve and I’m really stuck. I’ve been following a head anatomy course and while I have improved a bit-it’s only a little bit, I think I’m not understanding a lot. I know I sound extremely naive in this whole thing, I just don’t know where to start. I can’t keep up in this course and make turd after turd without knowing I’m knowing how to improve after each turd
I bought anatomy for sculptors book too
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>>981433
I fucking love professional european artists who stream. They're so incredibly dry and unhelpful in the funniest ways. The good ones anyway. They've been professional artists for like 15 or 20 years, and have like zero in common with the people watching and can't help them at all because they don't consciously think about all the skills and talent they've developed and can't articulate it.
I'm not even complaining, I just think it's funny how innately averse to spoonfeeding they are.
>>
>>981437
He’s not European. I mean I wanna get better and I will but if there’s something I’m not really getting I would like to know it if possible even if I sound like an idiot haha
>>
>>981433
https://anatomy4sculptors.com/
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>>981433
what's the copy Bridgman twice of sculpting?
>>
>>981441
>He’s not European.
Bulgaria isn't in Europe?

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>>971059
this, but unironically
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>>971041
nothing
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>>971041
Thought this video was pretty fascinating. Very rare to see this kind of early CGI at such high fidelity.
https://www.youtube.com/watch?v=O9AZ9CGMi4k
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>>971059
This but ironically.
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>>981484
kino

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Previous >>959310

Discuss and post anime styles in 3d. From figurines to celshaded models, etc.
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This is from a commission I am working on, check the loops for reference.
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>>981608
>>981609
I think I see what you mean, but can I ask a few further questions?

1) Why is it exactly that the loops marked in blue are better than the ones I have now? Looking at the counterexample face I agree that the topology is much cleaner and it looks a lot nicer, but rather than trying to just go for rout copying in the future, I'd like to understand why those loops are the way they are. What makes them more suited to anime specifically?

2) For the red circled area, what do you mean by smoothing? Like it's too recessed (Causing the upper cheeks to cast a shadow over it) and it needs to be brought out more? Or is it that there's too much geometry and it's cluttering the head unnecessarily?

3) What's the issue with the triangle and the diamond? I know that, topologically speaking, triangles aren't good because they don't effectively deform when the model is posed. Are diamonds the same way or is it just that specific diamond near the mouth? Are some triangles permitted where the model won't be deforming much, or are there deeper reasons for removing them?

Sorry if these are annoying questions but I'd really like to get some more understanding of the issues I'm facing.
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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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I made this donut to celebrate me using blender for 8 years, hurah
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>>
Blender users celebrate "doughnut birthdays" instead of their own actual birthdays. Sad!
>>
bump
>>
doughnut birthday?
a "D-day"?
>>
>>967030
>>
>>981709
?


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