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/3/ - 3DCG


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File: 293 KB, 633x758, 1445867773932.png [View same] [iqdb] [saucenao] [google] [report]
733004 No.733004 [Reply] [Original]

>Short film is 720 frames long
>Each frame at 1080p takes 45 minutes to finish
I will fucking die of Corona before this shit is done



File: 155 KB, 1189x810, serveimage[2].jpg [View same] [iqdb] [saucenao] [google] [report]
732980 No.732980 [Reply] [Original]

I have a weird...I don't know what to call it. Maybe, a phobia? A disturbance? Just something about me. Call it what you will. No matter the name, I can't seem to escape it. Whenever I look at game character models, I am 100% okay. But, when I look at a game's environments, like levels exported (especially if in a real-time editor that shows character spawns or other such things visually), then I get totally freaked out. Something about seeing a vibrant game world turned completely lifeless, devoid of the lighting and movement and music that gives it life, really disturbs me. I have attached a pic as example. I'm not sure why this is, but it is very hard for me to look at these worlds. I feel fine when I make my own, just something terrible to me about looking at those I rip from games or otherwise see in editors. Does anyone else ever have this feeling?



File: 839 KB, 1920x1080, gwass.jpg [View same] [iqdb] [saucenao] [google] [report]
732963 No.732963 [Reply] [Original]

messing around with a glass material for a spaceship
I kinda want it to appear from nothing so I'm wondering what a good transition would be

>> No.732964

GODDAMMIT accidentally posted twice pls ignore

>> No.732994
File: 857 KB, 324x333, tumblr_ndu9sci7oX1skn1oxo1_400.gif [View same] [iqdb] [saucenao] [google] [report]
732994

>>732963
If you want to appear form nothing you would have a glass shader with and IOR of 1 and roughness 0, this is would make it completely invisible. You would then animate the IOR to increase to 1.45 (The IOR of glass) and also give the glass a little bit of roughness. You would also probably want the transition to start from one side of the ship and move across, the way you would do this depends on which software you are using.

>> No.733000

>>732963
Looks pretty neat t b h, but all that glass makes me think it's a straight up nightmare to render.



File: 81 KB, 750x346, Building-an-audience-750x346.jpg [View same] [iqdb] [saucenao] [google] [report]
732938 No.732938 [Reply] [Original]

stop working for clients.

>> No.732945
File: 3.28 MB, 320x180, 1579597755258.gif [View same] [iqdb] [saucenao] [google] [report]
732945

>>732938
Sure thing bud, lemme just magicly poof thousands of customers into existence. Why didn't I think of this earlier?

>> No.732956 [DELETED] 

just stop being poor lol

>> No.733006

>>732945
you gotta build it up
laziness has defeated you



File: 225 KB, 627x522, imac-27-cto-hero-201903.jpg [View same] [iqdb] [saucenao] [google] [report]
732850 No.732850 [Reply] [Original]

So I want to get into 3d.

I want to get a new imac, but I'm wondering if I can use it to get some 3d work done. I know it isn't optimal, but I would like to get it for other reasons besides 3d... then wait for Threadripper 4000 to build a dedicated 3d system.

So essentially, I'm asking if I could use an imac to get started learning and get some traction with 3d

13 replies omitted. Click Reply to view.
>> No.732937

>>732850
redshift and octane are porting their sub par render engine to metal

we'll see how that goes

>> No.732939

>>732880
What? Houdini works in Linux, and better than in other OSes.

>> No.732941

>>732880
Shill

>> No.732960

>>732851
>Like half the people doing 3D use a Mac.
What a load of shit. 3D mac users are a small minority, mostly using Cinema 4D.

>>732850
You can definitely get started with doing 3D on a mac, just be aware you're probably going to run into bugs/compatibility issues that are unique to the mac versions of DCC apps (with C4D maybe being the exception?). Since you're just using the machine to get started/learn it should be fine.

>> No.732965

>>732960
Thank you. I may also get a Wacom pro 24". I'll make a new thread about that though.



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732798 No.732798 [Reply] [Original]

Where should i start, all i want to do right now is make humans and buildings

>> No.732817 [DELETED] 
File: 139 KB, 650x365, 1585389953689.png [View same] [iqdb] [saucenao] [google] [report]
732817

Start learning Maya or Max. Start small, make small real life objects. Like headphones for example.
Plenty of tutorials out there. Plenty of courses online (like udemy). Plenty of support, via 3d art forums, and other websites: art station, polycount, discord channels, (and yes even reddit, as much as I hate it. ). When browsing these 3d artist websites, it's easy to be discouraged so remember to remind yourself all these professional pieces took hard work and dedication, which should FUEL your inspiration and determination in your work. Jealousy is a tool, use it.

Then once you know the fundamentals of modelling, learn scultiping.
Far too many amateur modellers get into scultiping to early on and get frustrated they can't do anything only because they have not attained the basic skills of modelling (such as tapology, form, ect).

But remember, you won't be making masterpieces overnight, art take time and dedication. Oh also, when you're starting to learn modelling, you might have the urge to go with all these amazing ideas you have imagined, but unfortunately you need to restrict yourself from this. Draw down your ideas, but only go ahead with your idea if its simple and at your level.

>> No.732819
File: 139 KB, 650x365, 1585389953689.png [View same] [iqdb] [saucenao] [google] [report]
732819

>>732798
I assume by your title, that you want to learn architectural visualisation.?

Start learning Maya or Max. Start small, make small real life objects. Like headphones for example.
Plenty of tutorials out there. Plenty of courses online (like udemy). Plenty of support, via 3d art forums, and other websites: art station, polycount, discord channels, (and yes even reddit, as much as I hate it. ). When browsing these 3d artist websites, it's easy to be discouraged so remember to remind yourself all these professional pieces took hard work and dedication, which should FUEL your inspiration and determination in your work. Jealousy is a tool, use it.

Then once you know the fundamentals of modelling, learn scultiping.
Far too many amateur modellers get into scultiping to early on and get frustrated they can't do anything only because they have not attained the basic skills of modelling (such as tapology, form, ect).

But remember, you won't be making masterpieces overnight, art takes time and dedication. Oh also, when you're starting to learn modelling, you might have the urge to go with all these amazing ideas you have imagined, but unfortunately you need to restrict yourself from this. Draw down your ideas, but only go ahead with your idea if its simple and at your level.

>> No.732825

>>732798
>humans
Unless you have years of drawing experience, I'd stick to buildings first.

>> No.732828

>>732825
This.



File: 29 KB, 910x546, 3d.jpg [View same] [iqdb] [saucenao] [google] [report]
732757 No.732757 [Reply] [Original]

Is 3d cartoon animating viable on one desktop? I'm considering getting a threadripper 3970x + god knows what gpu.

How much time am I looking at for say a 20 minute cartoon? (just a ballpark, pie in the sky number)



File: 51 KB, 480x271, money.jpg [View same] [iqdb] [saucenao] [google] [report]
732748 No.732748 [Reply] [Original]

Job: Lead 3D for startup in web interior architecture visualization

Money: 35k euros for 4 days per week (and mostly remote)

Location: Paris

Software(s): Blender, Substance Painter/Designer, some Houdini

Experience: 3-4 years, 1 year actually making enough money

Education: Master but in another somewhat related field

Details: I do mostly quality control, for most of the modeling work I just hire remote artists for cheap and tell them what's expected for gltf optimized assets. I handle the artistic direction and the overall file management. So there is a fair bit of Python scripting, retouching assets, and modeling/texturing things that I can't outsource. I enjoy the work it's chill, I get to do things my way as I'm the only in-house 3D artist.

10 replies omitted. Click Reply to view.
>> No.732823

>>732766
Don't distract now retard.

>> No.732838

> 3d modele
blenders
8716k a year
remotr xd

>> No.732843
File: 46 KB, 452x601, 258f80c9045c78a103336498349a828f.jpg [View same] [iqdb] [saucenao] [google] [report]
732843

>>732754
>I'm not British.
>There is unironically, pathetic non Anglo sub human filth posting on this board as we speak.

>> No.732846

>>732843
European yes, British nope

>> No.732864

>>732748

24k Caretaker. I turn on the boiler in the morning and hide until lunch. Do some cleaning or whatever needs doing until 4 then I leave. You couldn't pay me enough to go into CG fulltime.



File: 114 KB, 1200x1200, cafe-racer-motorcycle-3d-model-rigged-max-obj.jpg [View same] [iqdb] [saucenao] [google] [report]
732747 No.732747 [Reply] [Original]

Blender or Fusion 360? Which one works best for modelling a motorcycle?

>> No.732749

For which purpose? Fusion is CAD while Blender is polygon-based, two very different approach

>> No.732756

>>732749
For my class we have to create our own design of a vehicle for any company we choose. I chose to base mine off of Suzuki and to make a motorcycle. That's essentially it

>> No.732783

Blender obviously, unless you want to send your project files to a factory after you're finished modeling. Using a CAD software is just going to make everything unecessarily complicated, will give you way less creative freedom and since this is probably going to get showcased, unless you suck at placing lights and playing with the compositor, the render will look way better in Blender



File: 629 KB, 1079x1958, Screenshot_20200407-165948_Facebook.jpg [View same] [iqdb] [saucenao] [google] [report]
732728 No.732728 [Reply] [Original]

What's the market like for original 3d printed toys/models?

This seems as simple as
1: make generic sci-fi 3D model
2: put it on gumroad for a price
3:????
4: profit.



File: 1.44 MB, 3840x2400, Cinema 4D Scene - Screen Shot.jpg [View same] [iqdb] [saucenao] [google] [report]
732717 No.732717 [Reply] [Original]

https://www.youtube.com/watch?v=ScBx2EwSuDo

>> No.732718

>>732717
hmm haven't used Cinema since V18 or so...
Did they use the default renderer or some 3rd party like Vray or Arnold ?

>> No.732720

Standard render, the moon elevation map and texture was taken from a NASA CGI Moon kit the put up.

>> No.732742
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732742

wow what a surprise. not. a thread died for this, so eat a dick OP.

>> No.732745
File: 86 KB, 1168x446, 01.jpg [View same] [iqdb] [saucenao] [google] [report]
732745

>>732717
>tiny section visible
>dense geo for nothing
Tickles my austism. Why not take one 6th/face of a quad sphere, subdivide that adequately for more polys to displace instead of having 95% of your mesh out of frame?



File: 524 KB, 1137x646, HAND.png [View same] [iqdb] [saucenao] [google] [report]
732640 No.732640 [Reply] [Original]

Reference materials.
Hello /3/ can you help me with reference materials?
I'm looking for hand reference materials now.

Any good pictures you have?

10 replies omitted. Click Reply to view.
>> No.732809

>>732741
t. idiot who never modeled.
Now show your work.

>> No.732811

>>732800
Thanks for this insight.
I remember seeing reference pictures on /3/ floating around. Someone saved these?

Also I was interested in photos of real humans in positions where they are perfect for reference.

I remember this shit being super prevalent some years back on the internet now it started disappearing.

>> No.732815

>>732801
Thanks, but my point is wrist size varies from person to person, which isn't a good reference for idealized proportions which usually go by fairly simple ratios, like armspan being equal to height, the length of the legs being 1/2 of the height, waist-to-hip ratios of 0.9, and things like that.

>>732811
The picture I used was just a search result I found. I don't know what references you're thinking of, but there's another thread about references here >>699203

The internet keeps getting shittier, everything is getting more and more centralized and older, smaller websites are dying, so search results for almost everything are going to crap.

>> No.732824

>>732815
>about references here >>699203
Thanks a lot!

I looked in the catalog and could not find it.

>The internet keeps getting shittier, everything is getting more and more centralized and older, smaller websites are dying, so search results for almost everything are going to crap.
amen to that.

>> No.732931

>>732808
>Different people have different hands I want references form all kinds of people.
Learn to fucking make a hand first, because this >>732640 is fucking trash. Having different references won't help you. Looks like what you want are different angles to trace it. Again, just use your own fucking hand.
Other people's hands aren't drastically different. It's all the same anatomy. All you have to do is adjust the proportions to match a new photo instead of remaking it from scratch every time.
If you need different angles to trace, just take photos, it ain't hard. You've got all the reference you need LITERALLY at your fingertips. Why do you think artists who do life drawing have so many sketches of their hands?



File: 188 KB, 1614x1314, rs.jpg [View same] [iqdb] [saucenao] [google] [report]
732623 No.732623 [Reply] [Original]

I really like the aesthetic of the OSRS (old school runescape) models. I want to make my own stuff that follows the look. What sort of techniques do you think these use?

It looks like gourard shading and not phong lighting. Any real insight you can give me would be great. I know there are models ripped online but IDK where to find them.

Is there any documentation online like what tools they used to make these? I get that they aren't the most exciting looking, but I think a scene with a coherent style with these graphics is really nice to look at.

6 replies omitted. Click Reply to view.
>> No.732637

>>732636
It's a quirk of their engine. If you watch some of their art streams, they talk about this limitation. Funnily enough, I was looking into how to change the vertex precision in blender, but I haven't found anything yet.

Vertex precision just means the data values attributed for vertex position.

8bit vertices would mean 256 different places in each axis the vertex could be, so if your bounding box is 5 meters, the minimum space between vertices is 2cm. You can see how this would affect the design of models since there is effectively a minimum feature size.

Also if you had a square that rotated in 8bit space, it would "jitter" since a truly smooth rotation would require the vertices go between the possible locations, so the nearest possible location is chosen.

Modern renderers use floating point values with big bit sizes, which effectively means you can place your vertices exceedingly close to one another.

>> No.732650

>>732637
jagex does art streams? That pretty cool. on youtube or something? Id love to watch some.

Is this like the ps1 issue of crap wobbling or something different?

>> No.732654

>>732650
https://www.youtube.com/watch?v=m5vVMra918Y
They do these kinds of stream all the time. Basically they design the meshes in maya/3dsmax and import it to their own editor where they will tweak it

>> No.732663

>>732632
Floating details are used in modeling all the time.

>> No.732668

>>732663
for what? I get why the n64 would use floating faces but not why a modern game.



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732610 No.732610 [Reply] [Original]

So I made a model in zbrush, its for a videogame

> I need to rig it, so Im using Maya.
>Now Im going to need Blendshapes, or layers, or just morphs for making the model smile, close eyes and such.
>Im going to use Zbrush again for that, (some morphs only appear after using the skeleton and posing the character)

Here is the problem. If I import the FBX with the skeleton back to zbrush, my skeleton disappears. Its gone.
Which is the correct workflow for this? I dont have any idea.

1 replies omitted. Click Reply to view.
>> No.732638

>>732624
I see, so I wont have the chance to make blendshapes when the character is posed and rigged, only in A-pose inside zbrush.. bad news

>> No.732639

>>732638
yes so you need to think ahead on how you will be rigging it
or just, like, you know, decapitate your character and work on head separately

>> No.732653

>>732610
make a facial rig like a fucking MAN

>> No.732692

>>732639
For my next character Im going to model the head separately, Im always worried about the seams and I end up making everything one single mesh instead, but not being able to morph after rig, makes things worse.

Another thing I dont know how to manage is baking all the high poly detail of the morphs (wrinkles, smile) in the model. So many questions all the time

>> No.732771

>>732610
Your workflow is messy but theres no reason you can't jump between software. All zbrush needs is the vertex data for you to sculpt expressions on it, the skeleton is pointless. I would just rig it, put it in an A pose, export that as an OBJ, create a new layer in my zbrush file, import the obj, then create new layers for the expressions. Export each model with an expression as an OBJ and merge them into the maya file as blend shapes. Don't know the exact menus to do this in maya, but i know its possible.



File: 120 KB, 1280x707, serveimage.jpg [View same] [iqdb] [saucenao] [google] [report]
732552 No.732552 [Reply] [Original]

How does someone make money from this stuff?
Not maya, im thinking Blender instead. Also photoshop skills and after effects.

14 replies omitted. Click Reply to view.
>> No.732832

>>732829
hint: thats not true.
Doing commision work, making 3d art for clients will always be more profitable.

>> No.732833

>>732832
Hint: Passive income > freelance wagecucking

>> No.732834

>>732833
hint: bit of work, that no one can copy, guaranteed payout > anyone can pirate your 'addons'

Any maya, zbrush, blender, max, addons that I see out there are ALL free, or can be pirated, excluding major addons that have a big team behind them.

>> No.732835

>>732832
OH NO NO NO NO AAAAAAHAHAHAHAHA

>> No.732935

>>732833
Better hint
passive income + freelance wagecucking

Steady income from sales, boosts in income from commissions, plenty of free time to add to the library of work for passive income. If you ever get tired of freelance, you could try to find an actual wagecuck job and still have money rolling in.



File: 433 KB, 357x903, e91.png [View same] [iqdb] [saucenao] [google] [report]
732529 No.732529 [Reply] [Original]

You don't have any talent but still want to get recognized?
Just make some shitty sculpts as you always do and name them "Future [insert something human related]". The media will love your work and repost it plenty.

>> No.732530
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732530

>> No.732563

If you would rather procrastinate so hard you would start attacking a 2016 meme, ask yourself if you really like CG or if it is time to move on.



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732504 No.732504 [DELETED]  [Reply] [Original]

>> OP HERE
>> JSUT WANTED TO STAR TBEEF
>> BLENDLETS REE

>> No.732514
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732514

>>732504

>> No.732534

>>732504
Blender is better than whatever you are using.



File: 55 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google] [report]
732469 No.732469 [Reply] [Original]

I am looking for cool, stylized but quick to make 3d styling.
I'm thinking PS1 graphics or low-poly kind of thing.
Which indie-styled 3d modelling do you like the most?

6 replies omitted. Click Reply to view.
>> No.732558

https://youtu.be/p6xriGY8k5c
Better idea.

>> No.732562

>>732511
>explain how slay the spire was the top rated game on steam in 2019
Cause it was out since 2017. They finally got out of early access in 2019 and it was the worst year for vidya, at least on PC.
Graphics are objectively the weakest point of the game.
What was your point again?

>> No.732566

>>732562
My point is a great game is a great game and even if graphics are the worst part of the game it can still succeed

>> No.732568

>>732566
Yes but OP seems to be getting those kind of visuals as a selling point of his project. Which again, would be a huge turn-off.

>> No.732674

>>732562
>2019 and it was the worst year for vidya, at least on PC
2019 was the best year for gaming in at least 5 years, maybe 10.
DMC5, Sekiro, RE2 all 9/10 games at least.



File: 19 KB, 450x163, _SHADING.gif [View same] [iqdb] [saucenao] [google] [report]
732467 No.732467 [Reply] [Original]

In simplified terms can you explain the difference between phong and gourard shading? They look different from one another but more similar to eachother than flat shading.

everything on youtube i found was explaining the math equations and I dont think thats going to help me if i only need a general gist of what their uses and strengths and weaknesses are.

3 replies omitted. Click Reply to view.
>> No.732498

>>732478
>So is it running the same calculation but, just a higher resolution so to speak? The pixels woul exist on the vertexes anyway so I feel like it would be a similar process. Just one rougher and more generalized than the other.
The process is similar, yes, but calculating shading for, say, 10k vertices and then interpolating between the vertices in the camera's framebuffer (pixels) is a ton faster than computing the shading in the framebuffer.

>Looking around more and seeing photos has left me with a question, did runescape back in the day utilize Gouraud shading? it sort of has that look to me, with a full satin look.
It does seem to use some kind of vertex based lighting, but I'm not sure if it's Gouraud or just baked into the vertex colors.

>Is Gouraud and phong used at all today? Either by itself or in conjunction with other techniques? It looks artificial but Im sure its still relevant in some way somehow.
I'd imagine it being popular for mobile games even if it's just part of the overall lighting process. It's nearly indistinguishable from Phong for very high roughness values.

>> No.732507

>>732467
It's literally on wikipedia you giant mongo

>> No.732531

a thread died for this stupid question

>> No.732532

>>732467
You can think of it as gouraud calculating the only light at each vertex with the same calculation as phong and then fill in the pixels inbetween them by doing a linear interpolation between the vertex values of that face.

In the same way as Gouraud interpolates color inbetween vertices the basic 'phong' instead of the color interpolates the normal vector. So now each pixel has a unique direction it is pointing in. now the very same light calculation used to decide the color of each vertex is applied but to every pixel.

Gouraud have no real strengths cept performance and retro look. It's legacy tech and every single device that we use to play videogames these days can handle pixelshaders at high framerates just fine.

Unless you are making homebrew for 90's hardware there is no reason to use gouraud unless you want it to look old and shitty because of: reasons.

You need to understand how it works tho if you wanna write shaders as modern shaders are a combination of both per vertex and per pixel calculations.

>> No.732600

>>732531
im cooming im cooming im gonna im gonnna



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732436 No.732436 [DELETED]  [Reply] [Original]

I GO TO WUHAN



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