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R: 60 / I: 58
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
R: 167 / I: 38
/SQTDDTOT/ Stupid Questions That Don't Deserve Their Own Thread: .
R: 8
How was this animation achieved?: 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
R: 112 / I: 28
/DAZ3D/ General: Booba edition: 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 We all know you are really just using this software to have celebs bang monsters and animals anyways so here is the current breakdown https://www.daz3d.com/forums/discussion/638911/celebrity-look-a-likes-for-3d-figures-part-4/ Other links: https://f95zone.to/threads/daz3d-art-show-us-your-dazskill.4764/
R: 13 / I: 1
good night sweet prince: blender bros on suicide watch
R: 168 / I: 57
Anime General: 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 https://www.youtube.com/@kurukuma https://www.youtube.com/@menglow2122 https://www.youtube.com/@2amgoodnight [YouTube] How to (Actually) Make Anime in 3D (ft. Dillongoo) (embed) Sculpting: https://www.youtube.com/@aurelien4280 https://www.youtube.com/playlist?list=PLMjnnUF3eJFe3jMRfUKMt0qK5zKIpxy1t https://www.youtube.com/@FlyCat1/videos Image ref for sculpting : https://mega.nz/file/A1gAyQDB#9dw9Bj3Dk3ofdyxhHfna4jnjsj2bZ63C3Cl75kop98U sculpt stream https://drive.google.com/drive/folders/1UdkwS53pqmhrOWb8SeQf1IZ3X2w4vLPp
R: 70 / I: 9
It's unironically over. AI can make better topology than 99.9% of /3/.
R: 17 / I: 7
Just how groundbreaking was this video back then?
R: 9
3D Coat: 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?
R: 78 / I: 8
Has anyone ever used Godot to develop their 3D games?: I've heard of people using it for small simple 3d games. What do you think of it overall as an engine?
R: 196 / I: 44
Blender General: Previous: >>1021529 DLSS Edition Someone needs to leak that build
R: 13 / I: 2
AI only takes the jobs of shitty artists. End of discussion.
R: 32 / I: 5
vtuber: 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.
R: 31 / I: 2
lmao: imagine beign this guy right now
R: 16 / I: 2
Learning to make people: 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.
R: 26 / I: 5
Maya better than Blender for poly modeling: for 3 reasons > V snap > D move pivot > DV snap pivot
R: 50 / I: 6
100K POLYS FOR THIS!? WHAT IN THE GOY ARE THESE GOOKS SMOKING. WHAT HAPPENED TO RETOPOLOGY.
R: 110 / I: 21
/3/ Football Club - 4th Time's the Charm: Like all great projects, you leave it behind for a while... 5 years might be a little too long, time to get back on the saddle and work on it. For those that were in the loop back in the day, this is a revival effort to bring /3/ back to the cup and even though /3/'s history in the 4CC isn't necessarily stellar, it's always a work in progress. Things have changed since the last time the team played an official match, Konami stopped making games and we've been reusing older games with mixed success, however there are tools to have the same model quality as the newer versions of Pro Evolution Soccer before the series ceased production by converting them to the older games. For those that don't even know what this is all about, the 4CC is an inter-board competition where /3/ used to compete from 2012-2015 with a revival that went from 2018-2021, the team has fallen inactive since then but if there's enough interest ITT the team will return to competition with me and my co-manager Wyvern at the helm. There are 4 cups per year named after each season featuring the Elite and Babby divisions, the second division is the entry point for new/reviving teams and with the Spring Babby Cup coming up, team registration has opened and the time is now to revive /3/. Let's go fire up Blender one more time and kick a ball around, hopefully we don't lose too badly. For more info see https://implyingrigged.info/wiki//3/
R: 85 / I: 79
90s - 00s Renders Thread Vol. 3: Vintage and OC is welcome Previous thread: >>1021812
R: 16 / I: 2
WTF BROS.: https://blog.chaos.com/vray-blender Blender won.
R: 45 / I: 6
WHY BLENDER ALWAYS UPDATING EVERY FUCKING WEEK ? I STILL USE 2.8 FOR FUCK SAKE
R: 275 / I: 146
/wip/ Works In Progress: Making a new thread since the image limit got hit on da last one. Show us that cool new project you got in the works anon-kun! Previous Thread: >>1017627
R: 28 / I: 3
Alright I'm done: I've finished the donut tutorial. What's next for me? How do I start making money?
R: 48 / I: 17
AAAAAAIIIIIIIEEEEEEEEEEE #3: >>1016792 some old proggy for new bread
R: 48 / I: 7
Learning how to animate by hand: Kind of bummed that there don't really seem to be any serious threads about animation on this board. Of course, most games nowadays just use motion capture for everything, but I'm still of the opinion that animations made by hand such as all the animations in Fumito Ueda's games have a special something about them that mocap cannot reach. And these aren't super stylized or cartoony animations either. They're grounded and realistic but have a lightness to them. I was trying to find resources on how to learn to animate like that, but it seems like a lost art. There are blender courses for animation out there such as the "Alive!" by P2D Design academy, but they all focus on they all focus on this over the top bouncy Disney style. Pretty much all across western animation courses.
R: 7
how do i get into game modding? i know abit of blender but no experience in coding or reverse engineering. is it possible to use AI/LLM? or, does anyone here take commisions for making game mods?
R: 47 / I: 4
Blender Guru is literally a beginner at 3D modeling: In his latest series for Blender 5.0, he teaches you how to make this mug. But at some point in the video, he attempts to make the bottom of the mug, but fails to first apply the solidify modifier before using the extrude tool, which causes an indent to form on the inside at the bottom of the mug (pic related) When he notices it, he quickly pans away the camera, and doesn't even address the problem, even though everyone who follows the video will end up with the same result. This dude has been using blender for 22 years, but can't even model a mug.
R: 15 / I: 4
The very concept of UV unwrapping disgusts me. You're telling me, that the topology I meticulously worked on, now has to be split and splayed out on a 2D plane, where it only kinda-sorta retains its scaling? Now I'm looking at a flayed human body, and I have to somehow paint its warped shape in a way that avoids unsightly seams, and screen space edges. Then, if I realize I need to change the model's topology or the position of the UVs, then it becomes unaligned. So basically, the mesh has to be set in stone before I even begin working on UVs. Why has nobody come up with a better solution already? No 3D texture space? No way to color vertices on a conceptually higher density than the actual mesh? That would probably be easiest. Just treat it like subdivision, but don't actually subdivide the mesh. Only increase the amount of imaginary points one is capable of coloring. The thing that really annoys me, is that UV unwrapping seems to be the best that we have.
R: 194 / I: 53
/ADG/ - Autodesk 3D Modeling applications: Reminder: Subscriptions SUCK! Have a 3Ds Max/Maya question? recently started a project? Or simply want to complain about Maya crashing? Previous thread: >>
R: 52 / I: 4
Is even possible to create these pictures using 3D in blender?
R: 27 / I: 5
>I know edge flow
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do i need to learn animation?: ok 3bros, im a 3d character modeler, been doing it for 4 years now, i am currently studying advanced course for rigging disney style character, mechanical props and coding for maya, i have a little bit of animation experience also, but dont really want to be an animator... do i really have to?
R: 171 / I: 40
PS2-Era Graphics: Im working on developing some games in my spare time and I’d really like to target the fidelity of ps2-ps3 style games, mostly for stylistic purposes (but also because I’m solo and don’t have the time and resources to make too many high poly things) Specifically, I’m really interested in how characters like pic related were modeled and textured to look semi-realistic and expressive (especially textures because I’m still terrible with them) Feel free to post low-poly or just your favorite models/textures from the games of the good old era of games
R: 40 / I: 6
Do you deform 3d model to get the expression you want?
R: 50 / I: 7
Only 12% of artists have a salary over $100K.: all that knowledge and skill you need to accumulate, just to get pennies on the dollar? WTF?
R: 8 / I: 1
Stonetoss
R: 203 / I: 29
Blender hatred: I've seen a lot of people dislike it. But there is no need to hate it. Blender is an alright little utility buddy. It's not the best at anything, though it's a great helper. Personally I only use it to clean up models post CAD modeling, store my hp and lp's in seperate collections, and it's simply great for that. I like Blender.
R: 229 / I: 14
What are GOOD courses for 3D animation in Blender? So far I only found Alive! by Pierrick Picaut. The rest suck fucking ass, but maybe I missed something
R: 208 / I: 113
A thread for my stuff: Jita - She doesn’t wear a shirt because wearing shirts is weird where she lives. Only her head is "finished".
R: 31 / I: 13
Sculpting General: A thread to post sculpts, get feedback on sculpts or talk about sculpting Consider posting on /wip/ for for projects that go beyond sculpting Previous thread >>1007862
R: 6 / I: 2
been making this lowpoly slop for fun. might texture it later
R: 234 / I: 33
*teaches you nothing*
R: 7 / I: 3
geometric 3d model shape blender stills: This is a render I made to help me understand light and form, It was made in blender is there any tips on how I can improve my stills any settings that I missed
R: 1
Should I try to make a comic in blender and then seek an IRL local publisher for it?
R: 3
pretty happy my style is evolving and becoming better.
R: 7
Drivers: need advice on setting up corrective shape keys,how do i set it up so that a driver automatically activates when my model bends its elbow?how do i set up a driver bone that follows the rest of the rigs movement but only activates the driver when i click on it and manually move,rotate,scale,etc?sre there any addons or geonodes that can help me with this?
R: 11 / I: 3
>how do I? >how do I? >how do I? >how do I? >how do I? >in blender Yuck. Post your models already.
R: 21 / I: 2
foxyxd8627@gmail.com: I'm creating a video game but I don't know what it's going to be about (I'm just modeling meaningless rooms and some furniture)
R: 1
My 3d created nightmare: >Bit about me Been doing mostly hard surface modelling for 3 years. get asked to do a character model for my friend's Gmod server. he likes it and get me a gig with some higher paying people. I don't skills to properly do human characters so I'm going to learn. >picrel Halfway done 3d mesh that'll allow me to modularly create different types of male characters with deforms and other shit I might need. feed back is welcome. Some sources for doing human anatomy are very much needed.
R: 7
does anyone have Crashsune’s low poly character tutorial from Gumroad? he has the exact style i want to go in terms of making models for commissions for but i dont want to financially support a tranny
R: 16 / I: 9
>>992897
R: 52 / I: 12
The End of VFX: After seeing the new chinese video model (seedance 2.0), I'm completely blackpilled. I think 2d and 3d animation and visual effects work are going to be over in ~5 years. You'll have a handful of senior, legacy people, mostly in comp for clean up, but I think everyone else is toast. There'll be a short transition period, where you'll have VFX departments that are mostly comPrompters (already happening), but those positions won't last long. It's actually over.
R: 5
I want to buy a 3D pen for general repairing purposes but I don't know any specifics or details about the different types of pens/ plastics they use to be most efficient anyone got any experience they don't mind sharing? plastic weight load strength would be most informative
R: 28 / I: 5
/c3dmg/ - Christian 3D Modeling General #1: Post and discuss project ideas, WIPs, etc. If you want to upload a file, use a cat/litterbox file or an upload on a reputable 3d model sharing site such as Sketchfab. Don't post anything blasphemous and have fun. FEATURED: https://www.renderhub.com/jofox/jesus
R: 11
Which chip do I choose?: Which chip do I choose for 3D work, what do you recommend among these options: 1. Apple M5 Pro (18-core CPU, 20-core GPU) 2. Apple M5 Max (18-core CPU, 40-core GPU) Both of them are going into a 14.2" MacBook Pro, not the 16.2", not into a Mac mini / Mac Studio either. I'm not pro-level, and I'm using Blender, but I might try some other software if need arises in the future.
R: 2
3D VFX aren't sorcery after all?: I don't really know anything about 3D graphics but I do have background in animation so I need someone to verify my opinion/observations, and also show off your vfx work if you'd like. Recently I've developed a habit of just analyzing the visual effects of the games I'm playing, and I'm realizing and honestly surprised that so much of 3D visual effects is really just putting 2D animations and textures on top of invisible 3D geometry (that may or may not be animated as well). >There aren't 6 trillion particles to that create that swirl of dust during a powerful hit, it's a brief 2D animation on top of some double helix geometry. >That smoke coming from a chimney is a 2D animation on some kind of billboard plane. >That river of water or waterfall is - yet again - just some fancy noise projected on top of some invisible geometry >etc... The reason this is kind of a big deal to me is I used to really specialize in 2D visual effects. Frame by frame using a ton of gradients, shapes, particles, lines, glow effects, blurs, flickers, textures, etc.. and doing all this shit by hand. And so when I would try watching tutorials on how to make 3D visual effects, I realized that it's a VERY similar process that I used to do with 2D. So much of that shit really is just getting down and dirty with your tool and having a bunch of tricks and techniques to make an effect look a certain way. It blew my mind because I just assumed with 3D you have a fucking braindead effects engine that you tweak for 30 minutes and boom you've got some really good looking stuff; but no, you really do have to put in the work for every little part of your effect... Which is honestly perfect for me, I'll feel right at home, it's just getting used to the tool and jargon associated with 3D graphics.
R: 312 / I: 77
Houdini General: Houdini is fun and easy! Pick up a free apprentice version today: https://www.sidefx.com/download/
R: 2
How do you model chocolate bunnies in blender?
R: 24
so has ANY of you fucks actually used this for something? what's your experience with it been like so far ?
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does anyone have any advice on how to improve this?torsos arent my strong point
R: 16 / I: 5
how can i make this in 3d? i'm suppose to join a cylinder to an hexagon and vice versa, but how? this is driving me crazy
R: 27 / I: 4
ArcSystem Works style resources: For fellow anons interested in this stuff, ArcSys have collated all their presentations (in Japanese) on achieving their unique character style including skinning, rigging and rendering on this central “Academy” page. https://www.arcsystemworks.jp/academy/
R: 11 / I: 3
/pd/ - Public Domain: Do you have a shit model, shader, animation or project that you want to share freely? Post it below! Don't forget to add information! Is it a blender file? How big is the file? Is it rigged? etc et al
R: 2
Is this normal for blender? I know it's free and doesn't have a license system and it's a meme. But since it's the 1st. Is this normal?
R: 12
How the fuck does he do it?: How do I learn to make shit like this? This is much higher quality than anything I can make, detail-wise, lighting-wise and atmosphere-wise in general. He says he makes it in Blender.
R: 36 / I: 9
Is using ai as a refrerence for your characters bad?
R: 76 / I: 9
>Youtube is full of retards who are poly modelling entire human characters from scratch instead of sculpting them Imagine learning wrong from the get go and sinking hundreds of hours into doing it wrong and inefficiently. What a nightmare.
R: 6
How would I go about recreating a similar look? Like the filters and compositing? He uses blender for these but doesn't explain the lighting/compositing set up in his breakdown https://youtu.be/TGkZ3f8fnpA?si=WmA-F-XKGy8Xb-Qq https://youtu.be/l-TJm7HkzkQ?si=ns_yXlL-QEn7z9qA
R: 2
My newer 2026 workflow.: New workflow developed. I used newer tricks I learned last year by developing my own custom toon shader, and then used blender painting tools mixed with unionbytes old texturing workflow. This took 2 hours to texture and create the shader. :D It's a much superior and faster workflow to what I had previously.
R: 4
Stop using the mirror modifier.: Daily reminder that the mirror modifier makes your anime girls fake and will never trick the brain into thinking is a 2d character.
R: 21
>make my game for free chud >Over 100 applicants what the fuck is wrong with these people?
R: 1
what is the best image to 3d AI out there? something good for a starting mesh to sculpt on.
R: 36 / I: 14
Some super low-poly 3D models I made.: The idea is to make simple games with them : )
R: 3
DAZ3D keeps getting worse: what the fuck happened to the community of DAZ3D? Stop pretending that Genesis 9 is better. Stop pretending that new clothing has good quality. Genesis 8 was superior, the clothing also had a higher quality. the clothing and assets also keep worse now in the genesis 9 era. what the fuck actually happened? Genesis 8 was the peak of the DAZ3D community. And all the good asset creators have stopped uploading. Genuinely we need to return to Genesis 8. Bring back the great asset makers, remove all the pedo catering vendors from both Renderhub and DAZ3D. Sick and tired of pretending this community is in good shape. Renderosity is also pretty much dead. it's absolute dogshit. People who were around during the peak of Genesis 8 know everything was better.
R: 12 / I: 1
Any eye rig setups that address the issue of clipping once the cornea goes too far to a side? https://files.catbox.moe/0yac70.webm
R: 9 / I: 1
I'm making a game in Godot Engine and so far I made these two models. What do you think?
R: 9 / I: 3
Help?: Does anyone know how I can remove the anti-aliasing from those ugly edges? I use them for lowpoly PS1/N64 style models, but since I hate those black things it makes the model look really ugly, and it's about the hair and I haven't been able to find a solution to the truth.
R: 7 / I: 1
cant into cloth modeling: >cloth physics simulation feels like RNG on whether you get nice folds and wrinkles or the mesh fucking explodes and melts >closest i get is using the sculpt brush to push and pull before but its still looks far from natural i dont know if its just a skill issue on my end or if im not using the right settings but its pissing me off
R: 2
how do i achieve this?
R: 29 / I: 10
home...
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where to hire: Hey, I'm working on a project and I have no skills in modelling and rigging/animation. For now I'm using placeholders from free models around the internet. I think there's some amazing stuff for free like some dude that did 500ish really well done fireams that I'll probably be using for weapons. There are some 3d models I like with some basic rigging but I'll need to actually find someone to animate stuff like reloads and etc. Models should be pretty simple like stuff you would find on poly.pizza. If you guys have recommendations of sites with rigged and animated 3d models/pack I'd appreciate too, even if they are paid. From what I've found they have a LOT of shovelware and their search engine is awful, most times I want low poly models I get results with stuff with many thousands of tris. I'm also accepting suggestion of artists (that do both models and rigging) because at the end I'll need them for enemies at least anyways
R: 1
how to dump sketchfab models with renderdoc: Trying to use RenderDoc to dump some Sketchfab models via Chrome. Every time I try to inject into the process, it just spawns new child processes infinitely and the capture never triggers.
R: 1 / I: 1
Does anyone have new "Advanced Facial Rigging" course from blender studio?: https://studio.blender.org/training/facial-rigging/
R: 4
lil backrooms thing i made in roblox: its roblox so its instantly bad
R: 3 / I: 1
Help me with bevels and overlapping faces: Hi, noobie here working on modular wall assets for my game. I have a question: So, lets say I want to connect this corridor mesh that I have with another, since the edges are beveled I'd end up having rounded corners and the meshes don't end up "connecting" visibly because of the bevels. However, I solve this problem by deleting the overlapping faces entirely so the bevel doesn't work for that face's edges. The alternative would be to bevel by weights on the edges around the connecting faces but that fucks up the shading and the topology because I end up getting poles with multiple verts connecting to 1. How can I solve this? What's the industry standard way to deal with this topology issue.
R: 29 / I: 5
Help me fags, im struggling with this topology
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fabric patterns from 3d models: obviously the only real choice for developing fabric patterns in 3d is marvelous designer, but i dont feel like pirating it again just to run it in a vm (linux btw) and learning yet another software suite. im also pretty unsure about its suitabillity for my usecase, which is making a fursuit; i need to be able to generate patterns from a surface, and not just cloth-physics a pattern over a surface like i know md is mostly used for. the big problem is that many of the parts of a fursuit are stuffed or padded, so just using a human mesh as a base isnt enough for all features, and because of the tension of the stuffing, some parts are either ballooned or draped, depending on their place on the body. my intuition is to just use blender and try to generate fabric patterns from uv maps as images and then print them. is this something any of you guys have done before? the pattern would need to be mostly isotropic to the mesh (i could just draw seam allowances by hand), and im not sure if thats possible out of the box with blender. im already going to need blender for sculpting and printing the head and several of the electronic components im making for the fursuit, so i may as well try and use it for the fabric patterns too if i can.
R: 9
Blender laggy: Why is Blender laggy when sculpting high definition meshes? Any way to optimize this?
R: 40 / I: 7
how do I git gud at lighting?: I use blender mostly for pinups/static scenes and everytime I try to make my own lighting from scratch it makes me feel like a retard who doesn't know how to use blender. I've seen a few youtube tutorials herre and there, as well as attempting to copy other artists, but feel like I have no foundational knowledge.
R: 20 / I: 6
"safe for work" thread: trying to get a npr rig of a "doughnut" and "biscotti" working im using a cloth sim to simulate "doughnut jiggle" and im struggling to get the "biscotti" to penetrate through the donut hole and then have the hole return to its regular shape,also trying to simulate "coffee liquid and bubbles" to spill out of the donut hole,since its npr so it dosent have to be realistic and the less intense it is on my pc the better any suggestions or tutorials you can recomend?
R: 275 / I: 150
/DailySculpting/: a thread to post your daily sculpts and sculpting in general previous thread >>1003156
R: 5
How do I NOT get free BLENDER plugins?: I am trying to not GET free paid plugins. BECAUSE THAT'S BAD, is there any way you guys could help me avoid getting FREE paid plugins ;3
R: 73 / I: 20
AI will take our jobs: AI will take our jobs! The ones none of us have!.
R: 22 / I: 6
How to make daz models less plastic and more fleshy like pic related? is it a sculpt or texture problem? can they be fixed in blender?
R: 7
Blender animations are laggy, skinning bugs, shitty skeleton system that's weird. Skinning and animating on older versions of Max was a cake in the walk compared to this.
R: 61 / I: 8
What do we think of the new shrek? https://www.youtube.com/watch?v=KbiwL74KyJQ
R: 37 / I: 2
Did sfm set back 2010s animators years? (kinda ignore pic)
R: 19
The Blender Problem: How do we fix this atrocious software?
R: 14
Code for this Ocean simulation: Anybody has the code that this guy is selling on his website? https://x.com/dangreenheck/status/2016314279117353111
R: 92 / I: 35
How were these assets made?: Recently found this game on steam. nevermind the gameplay, music etc., it's all shit. But what stood out to me is the art. How is this feasible with just a 2 person team? Doesn't seem feasible to me, so i assume that these models and textures weren't all modeled and painted by the creators of this game, but if not, then how would you do this? I took a close look at the textures, and for example, if you look at a barrel, the individual nails in the wood are all shaded slightly different, which leads me to believe that all of these textures are downsampled from something else somehow, maybe even from photos. But if we suppose that these are all ue marketplace assets that were simply crushed to lower poly and texture resolution, how would you do that and how would you combine all that into a unified art style and avoid the typical asset flip look? There are also some assets like in the next picture where a generic rock or moss photo texture wouldn't really work, because of how it wraps around the 3rd model as if they were created for it, but surely not? cont.
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fucked up, evil sculpt i just made filled with nothing but hatred and malice
R: 176 / I: 150
Vintage and Retro Renders Thread Vol. 2: Previous thread: >>997798
R: 19 / I: 6
Paint System Troubleshooting: it looks great in material preview but the moment i switch to rendered the way the light bounces off of the model looks like ass how should i fix this?
R: 11 / I: 3
Render of my new model!
R: 2 / I: 1
Look guys, I made art!
R: 315 / I: 113
AAAAAIIIEEEEE #2: AAAAAAAAAAAAAAAA >please wait a while b4 making a thread
R: 110 / I: 81
What is the best controller for modeling/sculpting in VR?
R: 16 / I: 3
What makes Blender renders so instantly recognizable?
R: 459 / I: 128
/DAZ3D/ General: Yet another Emma edition: Previous: >>1017961 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 2025 -ALPHA- has been released. https://www.daz3d.com/blog/daz-studio-2025-alpha-release Support for Filament has been added to MacOS version as well as filatoon. Some anon created a cool character morph. Meet Quinn! https://mega(.)nz/file/rmZQWLKZ#lh4aluWj6drjfPLkW7FVAUVDaOZZqJfqjoAvsREDo7U We all know you are really just using this software to have celebs bang monsters and animals anyways so here is the current breakdown https://www.daz3d.com/forums/discussion/638911/celebrity-look-a-likes-for-3d-figures-part-4/ Other links: https://f95zone.to/threads/daz3d-art-show-us-your-dazskill.4764/
R: 16 / I: 1
My personal use self insert 3d model! <3 I do not play "VRChat", do NOT ask.
R: 66 / I: 15
lowpoly psx/n64/win95 era 3D graphics: What's the quickest way from retard to creator of this? Wing3D?
R: 33 / I: 3
Pro 2D animator here, trying to fuck around with 3D animation in Blender. Are there any pre-prepared, fully rigged and ready human models that AREN'T made by artistically illiterate 3rd worlders that don't understand human anatomy? I prefer free models, but I'll gladly pay for one that is really well made and isn't obscenely expensive.
R: 71 / I: 4
how the fuck does a studio of 30 people total (including programmers, managers) create such a massive game with unique environments and character models? I struggle to create any environment in less than a month that is going to be rendered in a still frame. what kind of magic do these people do?
R: 18 / I: 1
So this is the power of the Indian animation industry: https://www.youtube.com/watch?v=iDqSKfIQ-q4
R: 28 / I: 6
Do you like what you see?: That's from my custom game engine in OpenGL. Fuck the 4mb limit im going to sleep.
R: 31 / I: 9
Memes aside, it REALLY is over...: https://microsoft.github.io/TRELLIS.2/
R: 3
this shid is as addictive as video games
R: 10 / I: 4
/3/ humor thread: post 3D humor content, 3D fails, 3D jokes, 3D everything
R: 3
Downloading jpgs textures from engines.: I have a simple problem that turns into a complicated process every time. There is a texture inside an engine project. It renders correctly and looks normal in the viewport. I want to export it into a standard image file that behaves like a normal jpg outside the engine. I right click the texture and see multiple options including export, export source, export processed, bulk export, migrate, duplicate, and advanced export settings. None of these clearly explain which one produces a clean image file without additional issues. After exporting I end up with files like: texture_d.uasset texture_d.source texture_d.dds texture_d_0 texture_d_0_copy texture_d_processed texture_d_final texture_d_final2 texture_d_final2_real texture_d_final2_real_use texture_d_metadata Some of these open in image viewers but look different from what the engine shows. Colors appear darker or more saturated. Roughness and normal maps behave differently once imported into Blender. Sometimes the image looks correct until it is applied to a material and then the shading becomes incorrect. Inside the engine one material becomes multiple textures including: albedo basecolor diffuse normal orm mask packed_map grayscale_mask When importing into Blender I reconnect nodes and run into problems. The object appears purple until textures are reassigned. Roughness values look wrong. Normal maps require channel flipping but results are inconsistent. Color space settings change the appearance again depending on whether sRGB is enabled. At this point I have multiple exported versions of the same texture in different formats and I am unsure which one represents the original data correctly. What is the actual standard workflow for exporting a texture from an engine into a clean jpg or similar image format that maintains correct color, normal data, and material behavior outside the engine.
R: 13 / I: 1
so, what is 3s freelance website of choice?
R: 4
truly there is nothing I cannot accomplish
R: 4 / I: 2
new workflow: It only took me 2 years to figure out how to take my 2023 pixel art workflow and turn it into HD anime renders. Pretty happy with this.
R: 23 / I: 1
Uhh, Maya bros...? Why is THE Lucas Pope recommending to pick Blender over Maya?
R: 0
just gave "polygroups" a shot.... i think im getting the hang of this!
R: 1 / I: 1
tokusatsu models: I've been thinking of learning programs like Nomad or Blender in order to learn how to make various tokusatsu characters I want to make toys out of for fun. Anyone have some tips or guides when it comes to making things like the helmets or armor parts?
R: 58 / I: 4
What's stopping Blender users from switching to a superior set of various software which excel in their target abilities?
R: 5 / I: 1
is sketchfab dead? i used to visit it a lot back in 2020-2021. i just found out epic games bought it not long after i stopped visiting because i lost my account when formating my pc. i tried to make a new one but i can't without an epic games account. the newsfeed is nothing but top X of the week from all the way back to 2021 and the quality of the most recent works seems to have decreased considerably. it used to be a sort of twitter/pixiv for 3d artists back then now it looks like it's where people dump their generic porn game female models to sell. it was much better than artstation because it was 3d only and has a live model viewer
R: 35
Why is Mayas UI so complicated coming from Blender?
R: 2
Blender 5.0 - Snapping in rotation mode: Trying a new version of Blender and unless I'm going fucking insane it seems to be missing a couple of intuitive features that older versions had out of the box. When it comes to aligning two faces with very different orientation, the trick used to be rotating with snapping on around a particular axis . In Blender 5.0 when I try and use snapping it just doesn't work when rotating something, even if it's enabled in menu. I'm guessing there's a shortcut with 6 keys or an addon that's needed now?
R: 37 / I: 5
blender now has netflix backing: https://www.cartoonbrew.com/tools/netflix-animation-blender-development-fund-258516.html Netflix Animation Studios is the latest Corporate Patron of the Blender Development Fund, pledging significant financial support to the open-source 3D creation platform. Joining at the maximum membership level for companies, which means Netflix is committing at least €240,000 per year.
R: 2 / I: 1
Exporting models out of Unity?: Hey guys, im a modeling noob, and i would like to ask if there is a way to export purchased assets out of unity. I tried googling some guides but they are all extremly shit or just show you how to export packs for diffirent unity projects I would like to ask if its possible to export these models as .fbx, because im never in my life working in unity again, fuck this satan engine. But i bought these assets for some hundred dolloons so i would like to use them elsewhere
R: 0
Download from Sketchfab: I have been using with 'Tamper monkey' this script https://greasyfork.org/en/scripts/492877-sketchfab that I downloaded from 'Greasy Fork' It works great, the only issue is that this script can't download textures in jpeg format, only png. Right now I want to download this model https://sketchfab.com/3d-models/one-piece-nami-anime-model-8a917b3952074e48ade09f8f2d6d4d27 but seems like the author only used jpg texutures so I end up without any textures, only obj files. Anyone knows how to fix this and make this script download jpeg textures too?
R: 6
Where to learn applicable graphics coding?: https://automaton-media.com/en/news/arknights-endfield-devs-heavily-modified-unity-to-accommodate-the-games-100000-polygon-characters-models-and-massive-factory-systems/ Apparently Arknights Endfield heavily modified its unity engine to get what is currently the most gorgeous stylized graphics I've seen in a game. I'm curious what it would take to pull off something similar, but I don't even know where to start. There are countless learning resources/courses for 3d animation, texturing, modeling and such, as well as resources for creating gameplay within unity, but I'm completely clueless as to what goes into something like modifying the unity engine, or graphics design in general. Where would you go to learn something like this?
R: 7
Could you share some tips for beginners in stable diffusion: I have no idea about computer graphics. I only tried ChatGPT a few days ago to generate images. Unfortunately, ChatGPT often refuses to generate even harmless images. As far as I know, Stable Diffusion is free and doesn’t involve babysitting. Everything looks pretty complicated, though, so what are the common hurdles and problems, and what tips actually help you make progress? I’m interested in botany and would like to create images of plants and landscapes.
R: 2
There was an anon that said my video game concept was NGMI cause I was a complete noob to everything, guess what one month later and I MADE A HALLWAY FROM SCRATCH WITH SHINY TILE ROUGH MAPS AND TEXTURES AND NICE LOOKING MODELS AND SHIT FUCK YOU!!! I LEARNED IT MYSELF!!! Anyway, I kind of enjoy the process of each session going from GIMP, to blender, to unreal, back to blender, back to GIMP, etc. but I was wondering if you guys had any dope workflows? Maybe integrating something between software, or a way to cut corners when fixing up textures quickly? I’m at the point where I’m just making modular pieces that are on a spreadsheet until I can grey box a whole level, and have enough of a charecter to walk around in it and test lighting. No mechanics, no sounds. I just feel like am I wasting time between steps. FWIW I just built my PC for $3k, optimized for game development specifically so latency or lag is never the issue. Just wondering what your task management looks like?
R: 6 / I: 1
Are the 3D animations generated by AI?: I don't know anymore if it's real blender renders or generated by some AI. If it's AI generated which AI do you think was used to have this consistency? https://youtu.be/YUvx9VjSVAY?si=BjTIpP5X0mKd9p7H&t=1215
R: 2 / I: 1
Hide your children and run.
R: 19 / I: 2
There are so many books on Blender. How do I know which are good??
R: 7
I want to rebuilt my granmas apartment. I kinda have a floor plan. My goal is a realistic looking scene that I can walk around in first person in VR. What would be the most efficient work flow? I thought of this: 1) 3D modeling the whole apartment in a Blender/Cinema 4D scene. Including all the furniture, etc. I'm a bit faster in C4D so I might use that. Do I have to take care of polygon count or such or doesn't it matter in a private project? I would probably do it quite rough with just cube after cube. 2) Export it all and import into Unreal. From there I add lightning, texture/materials/colors (or is this better done before export?). 3) Run in VR. Is this a good plan? any suggestions?
R: 6 / I: 1
Complete noob here. I tried generating a model from https://aidemos.meta.com/segment-anything/editor/convert-body-to-3d imported it in blender and was expecting rigging would be trivial as the bone structure is already there, but it seems like it's not the right type of object. Am I mistaken here for thinking that Sam3DBody could take care of generating basic rigged models?
R: 15 / I: 3
Should I move to 3ds max from Blender? Does it have more things that are advantageous over Blender? I feel it has a more straightforward UI than Blender after working with it for a good time, and navigating materials is intuitive, same for rigging and animations. Although I like the hotkeys for modeling from Blender, is there such a thing for max?
R: 1
Blender Action Slots Help: Another newfag looking for blender help. I have a model with animations that I've been exporting into my game engine (Model3d format) and it was working ok. Now I've upgraded to 5.0 and my actions are now in a "legacy slot". I want to import Mixamo animations into my project but they are now going into "Slot". I need to get all the animations into the same slot, how do I copy them from one slot to another? ctrl+v doesn't do anything but open the "Paste Keyframes" dialog which does jack shit?
R: 8
Advice: Shaky Camera During Orbit (Blender): https://itaku.ee/api/media_2/gallery_imgs/Alopex_Turntable_x5ke8IC.png does anyone know why my APNG animation does the camera shake during an orbit? i typically just spin a character's root for turntables with a static camera but i wanted to try something else in case i wanted static directional lighting. i'm guessing this is an issue with interpolation/easing or something but i really don't want to wait another 2.5 hours to see if that's the correct fix.
R: 5
Just learned to combine pixelbasher, aseprite, asset forge, pixel composer and blender. :D I really love this style. pls rate.
R: 27 / I: 3
Using Blender doesn’t save a company - Gainax Officially Dead: Blender Cultists who claimed Blender can save you money, never truly understand how money actually works. Now Gainax who tried to save money have been dissolved because of false promises to save money. You people have blood on your hands cultist, blood on your hands!
R: 5 / I: 1
Help with blender: Newfag using blender here. I'm trying to edit this car https://libertycity.net/files/gta-san-andreas-ios-android/181219-ford-ltd-crown-victoria-87-police-pack.html from gta san andreas: I just want make it a civil car, so in blender i did delet the siren, that metal cage, etc in order to make it a civil car like the car from the music video "sabotage". But when I export it and try it in the game all the car textures(but the wheels and a few objects inside the car la the police computer) are all black, and no matter what i do I can't change the colors(neither going to transferder car garage or using a trainer) What I'm doing wrong? Please explain like im five. >inb4 that's because it's a police car you dumbass. edit the carcol.dat file I already try remplacing the greenwoo car instead the cop car but the issue is the same no matter what car i remplace. Im using blender because i can't open this dff file using 3d max so im not a retard at all using 3d stuff.
R: 1
I swear there used to be a copy and paste button here?: Am I going crazy? I've used Blender for around 2 years now and I swear there used to be a button to copy and paste images in and out of the image and UV editors? maybe i'm just rarted idk
R: 8
So if the industry is dead and I've been learning 3D for the past year and a half, which career should I pick then? I love 3D and I don't really want to let it go for nothing
R: 44 / I: 7
How would I go with painting my own normal map from scratch? Experimenting with a better workflow than the traditional baking here.
R: 1
What is optimisation?: From what I know less tries=better, but what if things are not connected in my mesh? For example, I recently modeled a steering wheel, and I did it by spawning 3 seperate objects and later joined them together into 1 object, and later 1 mesh, is this more optimal than just joining them into 1 object and not connecting them into 1 mesh?
R: 9
Trying to learn 3D modeling/sculpting: I've been trying to learn Blender (I'm willing to learn any program at this point desu) I followed the CGCookie intro to Blender course. I'm just trying to model/sculpt robots, mechs, and then humanoid creatures to pose, animate, and eventually 3Dprint toys out of them to sell. I checked the pinned post and tutorial links are 404'd. Does anyone have any suggestions of what tutorials to watch? Maybe even some tips and shit.

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