[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k] [s4s] [cm / hm / lgbt / y] [3 / adv / an / asp / biz / cgl / ck / co / diy / fa / fit / gd / hc / int / jp / lit / mlp / mu / n / out / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / wsg / x] [Settings] [Home]
Board
Settings Home
/3/ - 3DCG

[Advertise on 4chan]

Name
Options
Subject
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File
  • Please read the Rules and FAQ before posting.

04/14/15Janitor acceptance e-mails are being sent; check your Spam folder if you applied.
02/28/15Janitor applications are now being accepted for the next ~48 hours.
01/26/15News Post: In Memoriam
[Hide] [Show All]


[Catalog] [Archive]

File: 3.jpg (3 KB, 145x37)
3 KB
3 KB JPG
So I was cleaning up my hard drive and I found my copy pasta of what used to be the board sticky.

Part 1:

/3/'s Official README.TXT
http://freetexthost.com/nzjanyanw0
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 to the bottom for useful resource links.


1.) "How do I get started in 3D?"

There are many ways to get started, the quickest way is to actually start
with a 3D program. There are many to choose from, such as:

-3DS Max
-Cinema 4D,
-Maya
-Softimage XSI
-Lightwave
-Blender 3D (Free!)

Once you obtain one the next step is to start with tutorials. There are many
on the net, they range from text and image tutorials to video tutorials. You
aren't going to find a tutorial for everything out there, but most will explain
techniques that you need to adapt in order for you to achieve whatever final
result you want.


2.) "Wow! That's a lot of programs! Which one is best? I heard ______ is best."

You heard wrong, there is no one program that is better than the rest, it has
and always will be the skill level of the artist. Which program you choose is
solely dependent on your own personal taste and which aspect of the 3D industry
you want to be involved in.
Max and Maya are the most hyped and so therefore the most used,
they have the most available documentation online. The interfaces have
a steep learning curve, but there isn't any 3D program you can't learn if you take
the time to use it and follow some tutorials. Go with a generalized package, not a
specialist one.
72 replies and 56 images omitted. Click here to view.
>>

File: 85c62e75d4.jpg (42 KB, 736x810)
42 KB
42 KB JPG
how come no one is attempting to make an actual good 3d sex game? everything so far has been really lame and emotionless. the females are never stylized and always have creepy blank expressions.

i figure a really well done sex game could be pretty profitable since everything else out there sucks. with unreal being free, and so many resources available, is no one really working on anything?
280 replies and 54 images omitted. Click here to view.
>>
>>473951
over20lbsofpussyandass.blend
>>
>>476017
This needs to be unmade in Mount Doom.
>>
>>476064
Reminder that judeo christian believers are blind to the fact that their god is a vindictive ruthless fuck who commit horrible atrocities upon anyone who displease him.
Pointing out to them that this fantasy character is also a loli loving autist really wont help, religious people are flawless and complete fanboi's.

Like even fucking Harry Potter fans would stop to think if Harry murdered every firstborn child in Brittain to have the prime minister recognize him as the biggest G around.
>>
File: 1431570611346.jpg (231 KB, 2208x1469)
231 KB
231 KB JPG
>>476043
There is no "easy" way around it. You must learn human anatomy, which is what is being presented in its most basic form in that video. Take a picture of a 2D character, and imagine how the muscle and bone topology would work for it, then draw it upon the image as shown.

Understand anatomy, understand faces, understand the polygons you will need. You don't wanna be one of those "artists" who are only able to make alien faces, do you?
>>
>>471856
Uno Makoto and Asanagi would like to have a word with you.

File: hqdefault.jpg (19 KB, 480x360)
19 KB
19 KB JPG
Someone PLEASE tell me what I'm doing wrong. I just want to use Maya fur Grass effects and animate it like the wind is blowing on it. I'm aware PaintEffects has it, but I need to render with MentalRay.

Also for some reason in Rendering menu set, I'm missing the entire Hair tab that a lot of tutorials mention, am I missing a plug in?

Where should I go, /3/? This shouldn't be that difficult.
>>
Your right it shouldn't but in the land of AutoDesk it is and always will be......clue: C4D/Arnold!
>>
is it just me or does everyone think that c4d users are arty hipsters?

not op btw
>>
Use some dyamic effector like wind on the paint effects then convert the paint effects to geometry and leave the history behind.
>>
>>476060
I blame the low poly fad

I remeber seeing some quite sophisticated looking hentai GIFs were made by projecting 2D image on 3D geometry.
Does anyone remember the artist name? I'm trying to find his blog again but with little success so far.
>>
>>475639
Probably Tsukiakari no Raspberry, Tinklebell, or similar
There's a thread about it right on the front page
>>
>>475650
No, he's talking about someone who projected a 2d image onto a plane, remade significant geometry in front of the plane along the projection, baked the projection and animated it. There was a blog with a guide and I think even a video. I don't have the url or any names, though.
>>
Ieira
He made a tutorial and there were a few others who did the same

File: specs.jpg (34 KB, 930x620)
34 KB
34 KB JPG
What are the specs of your main computer for 3DCG, what program do you use, and what do you think about it?
9 replies and 3 images omitted. Click here to view.
>>
Maya 2014, Adobe CS 6, SpeedTree, UVLayout Pro, Bitmap2Material, Unity5. Aside from the RAM, it’s more horsepower than I need because I am doing realtime work, but I figure it’s gonna last me a while- I have had this machine since 2007 and it’s the best machine I have had.
>>
>>475854
i7 3770K at 4.5GHz
GTX 680
8GB 2133MHz RAM

Maya
After Effects
Premiere
ZBrush

Love learning Maya, yet to really step into ZBrush.

Come render time for my classes, I batch rendered about 1000 frames all in a day on this one rig, while everyone else commandeered like 5+ Mac PCs to render about the same amount of frames all while not being that much more visually demanding if not less.
>>
i7
8 ram
850m

Blender
Zbrush
SAI, Photoshop.

Use Zbrush for texturing, Blender modeling, rendering. Photoshop for posteffect, SAI for sketching.
>>
>>475854
Hardware:
Intel i7-4770k - stock
16gb RAM
GTX 770

Software:
Maya 2015/2016 - Love it
Adobe Photoshop CS6 - Love it
>>
>Blenderps thinking they're relevant

File: Image 001.jpg (963 KB, 1852x1678)
963 KB
963 KB JPG
Why the hell does this happen? What is the correct way of adding support loops without the terrible artifacts? Please help me.
34 replies and 8 images omitted. Click here to view.
>>
>>476026
The fact that ngons can potentially be non planar is the reason they cause a lot of artifacts
>>
>>476031
>By not alligning the vertices that make the ngon.

isn't the defintion of a polygon a plane formed by 3 or more vertices?
>>
>>476039
The definition has shifted over the ages. But essentially yes, which is why quad's and n-gons are still made up of triangles, you just don't see the edges of those triangles. When you make an n-gon or quad non-planar, you are forcing how those triangles will be generated, as you have reduced the possible variations of triangles that can retain that shape. When it is planar, any variation can work.

So when you use an n-gon in a non-planar way, you are essentially putting triangles onto your surface that will smooth horribly. Quad's help solve this problem by working along-side the smoothing algorithm to implement a series of smoothing rules based on edge-flows. N-gons and triangles break edge-flow.
>>
You can always conform your normals. Whenever I had weird shit like that I made sure I had good quads in the model, and then conformed the normals to get rid of anything else unwanted.
>>
>>475866
Look at good topo reference
Your top flat plane should have the same amount of edges as the top half of your cylinder
You have one big ass n-gon right there
The problem isn't the n-gon itself however, it's the fact that it's there, which shows poor understanding of topological flow

tl;dr
You have two choices,
>be a lazy fuck and keep doing it the way you're doing it
>stop being a lazy fuck and have proper topo so that you can apply edge flow to your loops which automatically smoothens out the curve, fixing that idiotic bump

File: 1429274689653 copy.png (1.86 MB, 1297x752)
1.86 MB
1.86 MB PNG
Post your works in progress. WIP etc
274 replies and 104 images omitted. Click here to view.
>>
File: spooky amputee.jpg (401 KB, 1494x2048)
401 KB
401 KB JPG
First time sculpting the human body. This is as far as I could get before hitting a roadblock. I have a few questions.

The scale on my mesh is obviously off. Legs are disproportionate to the arms, torso is too long, etc. How can I fix this? Do I just eyeball it until it looks right?

I've already defined the largest muscle and fat areas, and now don't know where to add more detail for when I start sculpting with higher subdvisions. Where can I find reference material to help with this?

Any good retopologizing tutorials for zbrush or max?

Is there a way to preview my mesh in zbrush that more closely resembles what I would see in max? I'm constantly switching between programs and adjusting things because the mesh looks different in both.
>>
File: proporzioni_donna.png (38 KB, 800x960)
38 KB
38 KB PNG
>>476094
Here we go again.

When it comes to proportions, you must remember that the full body is 7 times the length of the head. Follow this diagram.
>>
>>476095
Yep.

I fucked myself by starting my sculpt with such an awkward pose, but I can make do with it.

Time to sculpt a generic head for reference I guess?
>>
File: Torso_analysis_1.gif (531 KB, 1383x1382)
531 KB
531 KB GIF
>>476097
Perhaps not necessarily. Try to measure how large the head would be, then compare it to your torso. Once you have done that, remember that the position of the hips is what matters, and not so much the length of the legs. Hope this image helps you.
>>
>>476098
The advice definitely helps. I didn't think of tracing over my image. I'll do that.

File: strix.jpg (388 KB, 2500x2083)
388 KB
388 KB JPG
Hey dudes is more vram good for 3d modelling?

There's gtx 960 for 4gb that I can use in blender. Saves me 100 bux compared to the gtx 970.
12 replies omitted. Click here to view.
>>
>>473745
you must be referring to the inferior ati cards.
blender can be set to utilize cuda in full now.
>>
>>473007
>>473020

Serious response: (I'm not OP) that sounds great, and has made me stop and consider buying a new card til 2016, but don't you think it's likely to have problems since it's new?
>>
>>473007
>buzzwords buzzwords
>ebic series

Uhm no, I'll just wait and see.
>>
>>472927
Kek'd, ty

>>473007
>blah blah blah DX12
You know shit sir.
>>
>>472917
>gtx 970
>inb4 3.5 GB maymay

File: IQiSbyD.png (86 KB, 1024x1024)
86 KB
86 KB PNG
Is it possible in Blender to "anchor" (I guess?) certain vertices in an object to another object?

I ask because I'm trying to create dynamic cables that have one end move when the arm of the object moves.
4 replies omitted. Click here to view.
>>
File: Capture.png (188 KB, 1906x995)
188 KB
188 KB PNG
>>476074
>this is the same as having a skinned mesh connected to 2 bones
nope.
pic related.
>>
>>476071
Shift+W to bend, also chose individual origins.
>>
File: maxpots.jpg (123 KB, 1436x794)
123 KB
123 KB JPG
>>476083
Well I don't know blender as I said, but in max it is. Pic related.
>>
>>476071
There's a hook modifier. But you would get better result with an armature with some IK or a properly set up Softbody, as the others said.
>>
>>476091
I second this method

File: RoadRageVenom.gif (204 KB, 320x240)
204 KB
204 KB GIF
You wanna know what really grinds my gears, /3/?

This:

Blender, 3DS:
+X = east
+Y = north
+Z = up

C4D, Unity:
+X = east
+Y = up
+Z = north

Maya:

Comment too long. Click here to view the full text.
2 replies omitted. Click here to view.
>>
>>475649
now thats really stupid
>>
>>475621
>Where is ISO when you need them

Anyone have the short of how it actually ended up like this from the first place and why it persisted?
Seems like a really simple thing to standardize.
>>
>>475716
As a sidenote I always thought Z-up made most sense since depth could be any direction looking towards a horizon. But if depth is viewed as normal to the ground plane it's always up.

Therefore I always thought Y-up is quite retarded, but you know what? I don't even care anymore. Fuck, they can make it X-up so nobody wins if they must, just make it the same in all applications.
I'm with Op all the way, this thing has plagued my existence on numerous occasions.
>>
>>475718
>I always thought Z-up
yes because basic human understanding of dimensions learns lateral movement before vertical movement.

no baby learns to jump before it learns to crawl.
>>
>>475718
>>476080
>Z-up makes most sense

Indeed. I think the reason for Y-up is because when they teach you the maths they always explain this stuff in 2D on a blackboard hanging on a wall
with the standard XY labeling for the horizontal and vertical axis and keep stressing Z is a vector pointing into or out of the blackboard.

So a lot of educated people come to think of the dimensions from this wall-mounted blackboard type perspective.

File: OctoTank.jpg (216 KB, 1600x1047)
216 KB
216 KB JPG
People, can consult good books about industrial design? My cars, tanks, rifles, some well, not right I think.
>>
File: 220px-Syd_Mead_LF[1].jpg (10 KB, 220x248)
10 KB
10 KB JPG
http://www.amazon.com/Sketching-12th-printing-Techniques-Designers/dp/9063691718

http://www.amazon.com/Syd-Meads-Sentury-II-Mead/dp/1933492481/

http://www.amazon.com/gp/product/1933492279

http://www.amazon.com/Rapid-Viz-Method-Visualitzation-Ideas/

http://www.amazon.com/Sketchbook-Black-Large-wire-o-Unlined/dp/B004MUFYKU/
>>
step 1 ) observe
step 2) draw
step 3) if you stop drawing you die

ITT: Post your greatest creation
147 replies and 69 images omitted. Click here to view.
>>
>>476019
Nice render but the grass that clips through the ball ruins it
>>
>>476019
add little bit of blur (fokus to the ball) and remove clipping grass
>>
File: OJoEcLq.gif (1.59 MB, 800x450)
1.59 MB
1.59 MB GIF
>>475840
Yup. Animated it too.

Speaking of which, I should make a model of the R.Y.N.O...
>>
>>476019
bake your pole normals, retopo the light maps and stop skipping leg day
>>
>>475066
it must be like an arrow.
a massive manbeast dart ready to destroy anything that comes near it.

like the sharpest jackhammer ever with a massive amount of fur like pubes sticking straight out but it's rough fur like a fucking werewolf would have.

it must look mean, meaty, and menacing.
prob about as thick as a wrist and hangs half it's tail length when flaccid.

must be able to touch it's nipple when fully erect.

that's a lycan cock.

File: bryce-7-pro-large.jpg (210 KB, 960x1248)
210 KB
210 KB JPG
Has anyone ever had the displeasure of using this filth to animate?
4 replies omitted. Click here to view.
>>
>>474229
If you use daz software or bryce or anything pleb tier like that, literally kill yourself. Its cancerware.
>>
>>474229
It's good for teaching kids, since the booleans and materials are pretty damn predictable. I'm not sure why you'd use it for anything serious though.
>>
>>474229
I used it in high school 13 years ago. Never again.
>>
File: firstringspin.webm (39 KB, 200x200)
39 KB
39 KB WEBM
1999 here. Pre-Daz, pre-Corel, MetaCreations OG.
>>
>>474229
>>474424

Bryce is a fractal terrain generator first and foremost. DAZ bought it so they could feel like big boys and then they let it die when they got bored with it.

I have no idea why you'd animate with it.

Also, since the Israelis took over the company and ousted all the founders, DAZ has discouraged selling content that's Poser native despite that being the company's stated reason for existing.

File: Screenshot_1.png (308 KB, 1279x982)
308 KB
308 KB PNG
Where do you guys go for your free textures?
2 replies omitted. Click here to view.
>>
>>475963
CGTextures.com and Mayang.com have both been great for me.
>>
>>475964
>>475984
These are great for photo textures but I've yet to find a site that offers free tile-able hand-painted textures of decent quality.
>>
>>475963
Use Puppet Warp when editing a texture found on google. That thing is a godsend.
>>
Decent camera and walk around town.
>>
>>475963
google images.

File: face.png (34 KB, 283x294)
34 KB
34 KB PNG
What is your opinion on this channels 3D stuff?
4 replies omitted. Click here to view.
>>
File: Grand Theft Auto India.gif (2.31 MB, 400x225)
2.31 MB
2.31 MB GIF
Welcome to the wonderful world of Indian Nursery Rhymes.

https://www.youtube.com/watch?v=zdE39rxwcDs
>>
>>474725
Did you know Peter Griffin has an Indian kid named Johnny?
https://www.youtube.com/watch?v=df9JRoA9jko
>>
>>474302
Cool jpeg bro...
>>
>>474725
#PunjabiPride
>>
https://www.youtube.com/watch?v=_peUxE_BKcU

I don't just feel the pride of Indianimation, I can smell it


[Advertise on 4chan]

Delete Post: [File Only] Style:
[1] [2] [3] [4] [5] [6] [7] [8] [9] [10]
[1] [2] [3] [4] [5] [6] [7] [8] [9] [10]
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.