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/3/ - 3DCG


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File: 54 KB, 500x700, 88262857ef3187d526d34307fa9fca7b.jpg [View same] [iqdb] [saucenao] [google]
994974 No.994974 [Reply] [Original]

Is it possible to achieve this effect with 3d modelling? I could previously do it in photoshop but the process isnt enjoyable with endless masking and touching up. Ive also cancelled adobe because they're shit.

>> No.994986

>>994974
Denoise at 1-5 sample(s). Should get you part of the way there.
90% of it is making the scene with the look in mind (slightly wonky perspectives, fudged/distorted shapes, etc.), color correction for the faded look, and maybe some post for some texture.
You won't ever get away from it looking "3d", but if you know your shit you can probably arrive at a unique look that's reminisce of what you're trying to achieve.



File: 107 KB, 1920x1040, blockbench.png [View same] [iqdb] [saucenao] [google]
994958 No.994958 [Reply] [Original]

Why is everyone now on my low poly tags using blockbench?

>> No.994963

>>994958
Probably cuz they only want to do the bare minimum low poly, which blockbench does

>> No.994966

>>994958
Alot of kids and teenagers want to make mods for minecraft, which turned into an interest in making models in general. They're working with what they know via that interest, and it's lead to the software getting more popular and getting features that extended it.



File: 59 KB, 686x386, glitch.jpg [View same] [iqdb] [saucenao] [google]
994832 No.994832 [Reply] [Original]

Why aren't you creating your own 3D animated webseries? Glitch is selling endless amounts of merch and making shitloads in ad revenue. You could potentially create the next Amazing Digital Circus.

15 replies omitted. Click Reply to view.
>> No.994926

>>994886
>pilot
Only if by that you meana small 30 second to 1 minute long shorts, or art/comic form. You do not try to make a god damn 20 minute long pilot that will take your 3 years by yourself. It's how CHKNT NGT did it and became a full tv show (but even then it was funded by a mega corp to make the shorts on youtube for 5 years).

>> No.994934
File: 260 KB, 640x446, squad.png [View same] [iqdb] [saucenao] [google]
994934

>>994832
None of the indie series I like get decent views and all of the ones I hate get millions of views so I wouldn't be successful since my tastes don't align with the mainstream.

>> No.994938

>>994832
>Glitch
I mean... is not that easy tho. but ppl could try to make a proyect together

>> No.994982

>>994832
you need popularity in the first place to do that anon
ive seen loads of animations that are expertly animated and took many hours of manwork to pull off
yet they only net like under 10K views on youtube
glitch productions had smg4's entire super mario 64 blooper fanbase as backing, how would I get an amazing animation to content farm levels of popularity without a backing like that

>> No.994985

>>994982
I think the best approach would be to start out with parody and satire, like Aamon Animations and Surreal entertainment. That usually goes viral.



File: 200 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
994758 No.994758 [Reply] [Original]

This channel has been bothering me for a while now. The production quality is some of the highest I've ever seen, and the creative team is using a huge variety design tools to make these videos. Despite their popularity, this channel has very little information regarding team size, members, talent or development process. There doesn't seem to be any outside work posted on online portfolio websites like ArtStation or Behance. Where did they come from and how the hell are they so good? How did they nail this rendering style so effectively? What tools are they even using to make this content? Their CAD models are incredibly detailed, the materials, environment and textures are on point (especially water sim) and their lighting setup is almost perfect. I'd really like to apply these techniques to my work if there was some way to find out what the hell they're even doing.

https://www.youtube.com/@MustardChannel

>> No.994760

>>994758
Allegedly it just 2 guys, they do take months between uploads and have said they're committed to focus on quality over quantity, the reddit AMA they did claim they use Sketchup for the modelling and render in Lumion.

Are they crazy talented if that's true? yes they are.

>> No.994765

>>994758
Ask them

>> No.994775

>>994758
The dude literally credits the person who does the models/animations in the video and description for each vid. And yes, there's even an Artstation link.
Did you even look?

>> No.994827

>>994775
>Did you even look?
You are putting too much credit on people. Dial it down.

>> No.994830

>>994775
I did, links aren’t consistent on videos you massive sperg



File: 3.98 MB, 1336x790, dlv1.webm [View same] [iqdb] [saucenao] [google]
994681 No.994681 [Reply] [Original]

Hey /3/ help a retard out, what is Valve using to create these effects in Deadlock?

It doesn't look like polygons but don't look like simple bumpmap/normals either because when you clip into these geometries it's not just a texture on a flat plane.

Also at the end of the webm you can see that the effect breaks at extreme angles.

3 replies omitted. Click Reply to view.
>> No.994695

when upclose its a displacement map when just a little far away its a parallax map

>> No.994704

>>994695
It would be more expensive to switch between displacement and parallax mapping than just using displacement mapping alone, and ofc using displacement mapping alone is more expensive than using parallax occlusion mapping alone.

>> No.994729

Does POM always warps this crazy like 0:30+ at such angles?

>> No.994730

>>994704
There a billion dollar company, I don’t think money is an issue.

>> No.994731

>>994730
Are you feeling okay? He's obviously not talking about money.



File: 150 KB, 1860x1713, IMG_6045.jpg [View same] [iqdb] [saucenao] [google]
994610 No.994610 [Reply] [Original]

What is the best controller for modeling/sculpting in VR?

6 replies omitted. Click Reply to view.
>> No.994922

sch/ic/zoanon?

>> No.994925
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994925

>>994610
Mfw schizobro finally got a VR setup after all these years.
I feel a bit of genuine happiness for you.

>> No.994941

>>994610
Jesus Christ
the /ic/ schizo is here too now?

>> No.994960
File: 74 KB, 1390x1367, IMG_6092.jpg [View same] [iqdb] [saucenao] [google]
994960

>>994925
You are great!

>> No.994962
File: 146 KB, 1801x1842, IMG_6086.jpg [View same] [iqdb] [saucenao] [google]
994962



File: 227 KB, 1020x571, athemaruins.jpg [View same] [iqdb] [saucenao] [google]
994607 No.994607 [Reply] [Original]

>Putting textures on simple geometry isn't real ar-ACK!

11 replies omitted. Click Reply to view.
>> No.994855

>>994802
>>994818
You are a pair of contrarians that don't even believe what you're implying

>> No.994856

>>994855
>See a pic of a beautiful environment with complexity and depth to it, the kind that fills one with curiosity and makes them feel the urge to explore
>It's apparently from a mobile game from 2015, so it even has a practical excuse to be low res, not that it would need one
>More people like it than dislike it
>It's actually le bad because... MUH GRAFIX!!!
>NO, IT'S ACTUALLY EVERYONE ELSE WHO'S THE CONTRARIAN!!!

>> No.994858

>>994788
>There's a reason we
>we
PYW

>> No.994860
File: 1.01 MB, 1006x746, blender_HrC2fHEDl4.png [View same] [iqdb] [saucenao] [google]
994860

>>994855
I believe what I'm saying because I make things with this approach. I love utilizations of texture over geometry a ton and I like studying it.

>> No.994863

>>994860
looks nice



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994605 No.994605 [Reply] [Original]

Anons give your recommendations for cheap PCs for creating 3D content.

As a broke anon with a few bucks, I want to buy a cheap but capable PC.

3 replies omitted. Click Reply to view.
>> No.994823

You can make CG with a cheap laptop as long as it reaches your software requirements if you want to use all the latest stuff. Other than that your scope just needs to be limited, using lower res textures, optimizing your scenes/workflow a lot more than people do nowadays, rendering at sub Full HD, comping at half or quarter res when applicable for preview purposes, etc

>> No.994942

>>994605
I used to do stuff in 3D Studio MAX on a 233Mhz PII with 48mb of RAM. :D

>> No.994945

I was using a GTX 1080 and a 2nd gen i7 with 16gb of DD3 ram until last month.
Blender, zbrush, substance, they all ran just fine. (cycles was a bit of a pain to deal with, but more than workable). So you can for sure go pretty cheap and get your work done.

If you don't know about computers, watch some youtube videos from like linus tech tips and then just get the best gaming PC you can afford. There's no considerations for 3D that are separate from gaming.

>> No.994984

>>994945
Would you mind posting some of your work?

>> No.994993
File: 2.80 MB, 1525x2000, metal teeth.jpg [View same] [iqdb] [saucenao] [google]
994993

>>994984
okay but why?



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994536 No.994536 [Reply] [Original]

It's impressive that an indie studio has such good piracy protection

2 replies omitted. Click Reply to view.
>> No.994669

>>994536
Would be nice if you could repeat trial again after 30 days, I just said fuck it and bought it for 900$ usd.

>> No.994697

>>994536
It doesn't. It already got cracked and I have it.

>> No.994873

>>994697
Oh you sweet child of summer they've released 30 versions since then

>> No.994879

>>994697
poast it sir

>> No.994987

>>994697
You don't.



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994530 No.994530 [Reply] [Original]

blender just won another competition, now there's no reason for you to not use it, if you're still using blender congrats you're a Chad, you have independent thought and not influenced by Maya bot opinion that forced you to give up on blender, and maya... only losers use maya

82 replies omitted. Click Reply to view.
>> No.994964

>>994885
yap yap, blender wins and you're just coping

>> No.994967

>>994809
Bruh Maya users have been at the mercy of Autodesk being absolute dogshit at implementing modern features for decades now. 3DS Max is more up-to-date than Maya by this point and Max is not that much of a step up.
The only industry still seriously using Maya has been automotive for commercials.

Also FBX is a dogshit interchange format bro, use GLTF and OpenUSD like a sane person.

>> No.994968

>>994967
I don't know where you're getting your information, but it is just pure fiction and false. Maya is still the main software in use at most animation studios, and for good reason. When it comes to animation and rigging, it is simply unparalleled efficiency wise. It is not even close. 3DS Max is even worse than blender for animation. Of course, most studios don't use only Maya, they have a ton of custom tools and other software in use alongside it. In general moving away from Maya is going to be hard for an animation studio, since they'll have trouble finding animators to hire, considering how torturous animating in anything else is, after you've gotten used to what Maya has to offer compared to the other sub-par options available out there.

>> No.994971

>>994530

so i had an issue with weight painting in blender where i was using geometry nodes to put random sprinkles on the icing for blenderguru's tutorial. problem was that the weight painting went through to both sides, even with "front faces only" turned on, because for some esoteric reason both sides of the mesh were considered the same side in weight paint mode (but not edit mode for some reason).

i managed to fix it by putting the solidify modifier second (below the subdivide modifier), and setting the offset on the solidify modifier to 1 instead of -1.

this fixed it, but i don't know how or why. blender is a dark art that i don't think even experts understand the inner workings of. i'm going to learn to how do a proper render after a bit, i'm taking a sanity break for now.

i made the sprinkles a metallic purple like those little sugar pearls. i had to mess around with the frosting mesh after i retopologized it (i was quite sloppy when i first made it).

i vill Not be filtered!

>> No.994980

>>994971
I know it's hard to believe, but faces only have one side.
If there's some esoteric problem that you think is a dark art, it's a skill issue for you at this stage. I mean for fuck's sake you're doing the donut tutorial, any issues you're having at this stage are on you.



File: 2.80 MB, 2025x1371, WIP8.png [View same] [iqdb] [saucenao] [google]
994470 No.994470 [Reply] [Original]

Serious question, how would you achieve this shape with this UV mapping without doing everything manually? I started by extruding from cube, formed this perimeter from extrusions, then added bevel and subdivision surface and eventually hit dead end when tried to generate UV map I wanted for that. Played around just with plain cubes and reached the conclusion that the main issue is that topologically I basically ask the top and bottom face to wrap in circle (and have a hole in it). Then I started from plane and grinded all the way by gradually subdiving and folding and wrapping it in rounded shape, while carefully checking UVs on each step and making adjustments when needed. This looks like a very basic shape and UV though, I have this feeling there really might be a way to do all this in like 10 seconds... Is there?

36 replies omitted. Click Reply to view.
>> No.994772
File: 117 KB, 474x409, repeating_uvs.png [View same] [iqdb] [saucenao] [google]
994772

>>994725
It'll work fine either way, the UDIM guy is just a massive retard who can't read a single sentence. Here's an image of a texture in Godot with repeating UVs using StandardMaterial3D.

>> No.994793
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994793

>>994772
Now tell the anon what C# code you used because by default it won’t repeat. You bastard. https://docs.godotengine.org/en/stable/tutorials/3d/standard_material_3d.html

>> No.994795
File: 25 KB, 233x643, sampling.png [View same] [iqdb] [saucenao] [google]
994795

>>994793
UV sampling repetition is built into the default 3D material and it's set to repeat by default you fucking mongoloid.

>> No.994798

>>994795
Lies and once again proven by documents that show a better method. What you did is the complete opposite of what he wants.

>> No.994812

How are you people falling for this troll so hard lmao



File: 901 KB, 1280x720, furry girl.webm [View same] [iqdb] [saucenao] [google]
994430 No.994430[DELETED]  [Reply] [Original]

Porn animator bros...

AI is gonna take our jobs....

11 replies omitted. Click Reply to view.
>> No.994571
File: 2.18 MB, 2901x1951, Vex.jpg [View same] [iqdb] [saucenao] [google]
994571

>>994469
>These threads always read like endless butthurt ranting of those who did some half-assed attempts at cashing in on the 3d porn fad
Never actually released an animation, but I was about 70% finished with one before other work came along and this got put perpetually on the back-burner.
This and some other things were done 100% out of spite because I was so pissed at how low people's standards were with 3d porn. Both the animators and the viewers. I figured if I made some actually quality shit with actual know-how beyond a tutorial on YT, maybe it'd be like crack to the coomers and their standards would rise, force the shitty animators to do better, and as a result I'd get better shit to fap to. That was the goal anyway. If I ended up making some $$$ along the way, that was a bonus. Also was meant as an excuse to buckle down and learn character animation.

Here's a clip/pose from what I was working on. We're talking about porn here, so it's obviously NSFW. The Vex model is some regular shit, but I made the Shadow one.
https://files.catbox.moe/it81uo.mp4
There were a few more positions, but I never got around to polishing them or stringing them together. I hated boring as fuck porn animations that were just a single shitty loop in silence, so I was planning on a little narrative for my anims.
This one had the shadow pestering Vex to fuck in a bunch of different situations, before plopping his dick on her head while she was reading (cue pissed-off book slam). Various fucking ensues: missionary, on side with the leg up, tentacle fucking like pic related (modeled/rigged the shadow's fingers to turn into tentacles for it), then finally fucking on the head (his dick can move all over the body). The finale was going to be a cumshot that shot her in the air like a rocket super high, topping out sillouhetted in front of the moon and coming back down, kinda like something off Looney Tunes. All the while she's disinterested.

>> No.994577
File: 41 KB, 874x708, vicichad.png [View same] [iqdb] [saucenao] [google]
994577

> low standards this
> low standards that
> ai will replace slopfags hurrr
Why do you even care. Good 3d porn is extraordinarily highly rated in coomersphere and that's not going to change anytime soon. Picrelated is what happens when you do 3d porn AND you're actually good at it.

>> No.994579
File: 1.67 MB, 2119x1415, pornartist.jpg [View same] [iqdb] [saucenao] [google]
994579

>>994577
Picrelated is what happens when you can prompt ai to make you customized coomer fantasy porn with any character you want or even insert you fucking them

>> No.994581

>>994579
Don't post pictures of yourself

>> No.994594

Bait thread DNI



File: 260 KB, 1600x1200, 忍者侍丸型 001-01.jpg [View same] [iqdb] [saucenao] [google]
994365 No.994365 [Reply] [Original]

https://youtu.be/mwzMkvQLjmg

>> No.994939
File: 2.04 MB, 1920x1080, 1stRigTest.gif [View same] [iqdb] [saucenao] [google]
994939



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994325 No.994325 [Reply] [Original]

Hello /3/!
I'm trying to start 3D modelling characters, either male or female, and I've been wondering if any anons here have any good resources that teach this the best?

Also what software to use? I'm mostly experienced with Blender, so unless there's any specific or narrowed down reason to change (such as a software that'll take you one step closer to mastery), I'm willing to hear it.

Oh, and my style is really just regular human model, just realistic, though I'm assuming this won't matter once I master a normal human, then I can just explore different styles eventually.

29 replies omitted. Click Reply to view.
>> No.994494

>>994492
encouraging anons to reach their goals is never a bad use of one's time

>> No.994495

>>994487
You weren't born to make art and that's okay.

>> No.994496

>>994487
> I have been on nofap and noporn for 21903 days
Maybe that's why you're so miserable.
> I cannot socialize, not because of skill issue but because of lack of humans around me.
I can't leave appartment for half a year already and yet I'm having fun and positive outlook of life.
Do projects, take notes, fap regularly, watch anime, play vidya, it will all fix you.

>> No.994498

>get anatomy for sculptors
>get comfortable with sculpting anatomy
>learn how topology works from examples and trying ít out yourself by rigging your own models

>> No.994511

>>994487
You havent been asking for career advice. Have you seen how much shitty CG there is out there? Being good has nothing to do with getting a job. It matters if you want to be an independent content creator, but every 2bit marketing studio wants a guy who can animate spheres on deck.



File: 2.17 MB, 1920x1080, 1717730919522.png [View same] [iqdb] [saucenao] [google]
994251 No.994251 [Reply] [Original]

I want to get into something 3D related but I can't tell exactly what

The tools I'm aware of
>Blender
>Unity
>MMD

I've tried doing basic Blender tutorials but I think I don't like modelling much, I don't know, I think it's kind of a drag.

I grew up playing The Sims where you just placed assets around I don't want to make them I think

Is that normal or Should I be wanting to make them? Can I actually be like more interested in idk, animation or building scenes with things other people make??

I watch Iwara videos sometimes and play VRchat so I was kinda interested into MMD, can I do like animations without caring about modeling things? Idk I just feel like I want to put things together without complicating much.

What about Unity. I know some programming

>> No.994261

>>994251
it's okay to use assets without making them, there isn't enough time to learn to do everything by yourself

>> No.994262

>>994251
Newsflash you can do whatever you want, you don't need my permission, now fuck off

>> No.994265

>>994262
I'm better than you, chud.

>> No.994322

>>994251
> placing assets around
That's called mapping or level design. A lot of people make their own maps/mapsets or even whole DLC sized episodes for old and new games using exclusively or mostly the assets from original game.
> I watch Iwara videos sometimes and play VRchat so I was kinda interested into MMD, can I do like animations without caring about modeling things?
Yeah, you can download models and learn to animate and only ever animate existing models without modelling yourself.
Animating requires a lot of nerve and willpower imo. Especially in Blender... For me personally modelling is kinda more easygoing and chill.



File: 3.76 MB, 960x540, 1696405824608483.webm [View same] [iqdb] [saucenao] [google]
994246 No.994246 [Reply] [Original]

Would it be feasible for a customizable character to use one shared mesh and just interpolate between male/female with shape keys?
My reasoning for this is to avoid having to make two versions of every piece of apparel, body texture, etc.
I think I might run into issues with animations but that's probably doable via IK and adjusting skeletal proportions additively.
Are there any base meshes that do this already so i can start prototyping clothes/customization?

3 replies omitted. Click Reply to view.
>> No.994258

>>994246
It's possible but your models will look Californian and diverse. There's a reason why even the most gender abolitionist game developers still resort to body type A/B workflows.
You'll be making 3D art that looks like pokemon go after that update.

>> No.994259

>>994258
Yeah that's one of my main concerns. Since women tend to have more topology on the tits, it'll mean apparel will either stretch in an unsightly way on women or scrunch up on males due to the flat chest. Maybe the best approach is figuring out an efficent way to adapt apparel for both genders?

>> No.994311

>>994246
>would it be feasible to do X?
>posts a video of X being done

>> No.994315

>>994246
It is possible but inadvisable. Males and females have too different aspect ratios in their skeletal structure
so to depict a masculine male and a feminine female you will need two significantly different skeletons.
Different shoulder width, different width hip to how tall they are, different angled spine and coccyx, different length finger ratios
smaller feet and hands to overall height ratio and if you are realistic more flared elbow to accommodate the hips.
From the side view a female really need a lifted ass and leaned back thorax to balance the mass on her butt and breast to look proper feminine.
A male with such a skeletal structure will tend to look like a gay cartoon, so your best bet is to use a more male skeleton and have a more butch lady.

If you are willing to compromise and use a unisex skeleton that is somewhat halfway between masculine and feminine you could hit a sweetspot where
you could successfully depict people that look ordinary and being of either sex.

GTAO is a fine attempt, there you have this every day looking male protagonist and a unusually athletic looking female sharing the same skeleton.
This is done just to make them interchangeable in cutscenes where devs don't know if a male or female character will appear.
Outside of cutscenes they still have different animation sets as they need to move very differently to look the part.

Rockstar too abandoned this tho and in RDR2 they went for different shaped male and female skeletons.

>> No.994337

>>994311
Those are sculpts, not in-engine geometry.
>>994247



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994231 No.994231 [Reply] [Original]

why does eevee realtime raytracing works fine on my Radeon R7 M370 but real time ray tracing works (obviously) terribly bad on

>> No.994278
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994278

>>994231
Because you’re using blender, everything in blender is inconsistent.

>> No.994647
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994647

>>994231
Uhm... How do you turn on raytracing?

>> No.994654

>>994647
It's on Blender 4.2+
Switch to EEVEE renderer and there it is.



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994202 No.994202 [Reply] [Original]

Which photogrammetry software do you use and why is it the best one for photogrammatizing your own vehicle?

>> No.994225

>>994202
I don't know how to photogrammatize something sorry.
If I knew it would have something to do withpololarizamation filters and neutral lightinging.

>> No.994277

>>994202
Pirate a copy of 3DF Zephyr Aerial. You need a powerful computer and a lot of HD space but its good software that's pretty easy to use.

>> No.994452

>>994202
>Vehicle
If you don’t have a matte finish on that bitch already I’m afraid you’ll have to paint it before trying to scan it cuz metallic or reflective surfaces don’t work well with photogrammetry.



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994175 No.994175 [Reply] [Original]

Monthly reminder that you are doing amazing job and for the people that matter (me, being just a consoomer of 3DCG), all these things I see in this board are really good.

>> No.994179

>>994175
Tnx for the kind words misthios, I shall double my effort.

>> No.994191

It’s really embarrassing how much I needed this.

>> No.994387
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994387

>>994191
I would make weekly or daily threads but this board is so slow, you would get sick of it.

>> No.994679

>>994387
just keep posting in this thread

>> No.994684

>>994679
I thought about this. I will keep it going whenever I visit.



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994172 No.994172 [Reply] [Original]

>called "quick smoke"
>just makes a gray cube of smoke
>4 hours of troubleshooting
>find out that "frame start" means "time until the entire fucking domain isn't constantly filled with smoke" and I was under the presumption that you can have the smoke emitter start at a frame other than 1
I love wasting more time on this program.