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File: 1.20 MB, 951x820, kiru.png [View same] [iqdb] [saucenao] [google]
1008165 No.1008165 [Reply] [Original]

I'm working on tranime slop series before the AI leaves me under a bridge eating garbage or something, pic related is my OC, her name is kiru, kiru is a 22 year old girl or around that range, she's just another loser with no boyfriend and virgin like you and me anon.

it has more story than that but in general it will be comedy shorts where she lives somewhat traumatic and funny experiences, it's like a lolcow or something, it sounds kind of boring but I think it will work, anyway this thread will be to show my progress and receive criticism or death threats or maybe everything will ignore me I don't know.

60 replies omitted. Click Reply to view.
>> No.1008739

>>1008731
don't forget K-On aswell

>> No.1008744

>>1008734
Ai sucks at helping, if you draw inside the lines it goes outside, ask it for a straight line but Ai will leave the page borderline, precisely tell it to make a wedding dress in a outdoor setting and Ai will put inside a church with sad dark dress. Stop lying about how you believe Ai works, we know it doesn’t work.

>> No.1008747

>>1008744
that's a skill issue

>> No.1008750

>>1008747
It’s Ai skill issue you idiot.

>> No.1008751

>>1008750
How are you blaming a tool? it is a skill issue that you don't know how to use Ai



File: 1.93 MB, 2160x3840, DNF08RENDER1.jpg [View same] [iqdb] [saucenao] [google]
1008038 No.1008038 [Reply] [Original]

Been prettying up the DNF 08 sculpt to look more like the DN3D cover art. Any tips? Advice? General feedback? I plan on rigging after I'm satisfied with the final look.

5 replies omitted. Click Reply to view.
>> No.1008113
File: 3.97 MB, 1080x1080, waow.gif [View same] [iqdb] [saucenao] [google]
1008113

>>1008038
>>1008040
OMG SISA looks so cool

>> No.1008147
File: 1.92 MB, 2641x3300, Duke-Nukem-duke-nukem-3d-video-games-Video-Game-Art-1922335.jpg [View same] [iqdb] [saucenao] [google]
1008147

>>1008049
Thank you

>>1008098
Since I want to use it in a game in the long run, I might just do that as an easter egg.

>>1008107
Thanks, I appreciate the feedback. Cartoony isn't the intended effect, but stylized is. Specifically the style of picrel. Any advice on how to capture that better? Or if you would describe that as cartoony as well, then I guess I'm on the right track.

>> No.1008152

>>1008038
amazing work anon, you inspire me

>> No.1008155
File: 120 KB, 1000x740, dnf-duke-ren2r.jpg [View same] [iqdb] [saucenao] [google]
1008155

>>1008152
Thanks, but let me clarify that it's not my model. It's an unused sculpt for Duke Nukem Forever that got leaked in recent years. I'm just modifying it to look more like the DN3D artwork, and sprucing up the materials. I plan on making it into a game asset for a fan game.

Here's a link to the original model where you can download it, if you're interested:
https://forums.duke4.net/topic/12237-leaked-2008-zbrush-duke-model/

>> No.1008250

>>1008113
i love you. i've slowly been dropping 3d in favor of 2d but i still lurk here hoping to see your gems



File: 149 KB, 1456x672, Blender-1.0-banner.jpg [View same] [iqdb] [saucenao] [google]
1007978 No.1007978 [Reply] [Original]

Post old shit

3 replies omitted. Click Reply to view.
>> No.1008169

https://youtu.be/lSAjo5XUB88?si=yxLTgynctpaCu8Kn

>> No.1008170

https://youtu.be/SkgatzeLrlk?si=GP-M37y0DlZTqxFH

>> No.1008683

Gonna install softimage on my xp vm, wish me luck

>> No.1008684
File: 108 KB, 1718x920, 1741220929.png [View same] [iqdb] [saucenao] [google]
1008684

SOUL
Now to test an older version too

>> No.1008691

Strata Studio Pro 1995
https://www.youtube.com/watch?v=OCxoVxYgVIE



File: 271 KB, 1536x2048, 1731886121398405 (1).jpg [View same] [iqdb] [saucenao] [google]
1007969 No.1007969[DELETED]  [Reply] [Original]



File: 7 KB, 210x240, images.jpg [View same] [iqdb] [saucenao] [google]
1007964 No.1007964 [Reply] [Original]

Industrybros how do you find motivation to work on your personal projects after you come home from your 10+ hour soul-crushing vertex-pushing keyframe-shifting job? I'm seriously thinking about leaving the industry just so I can enjoy working on my personal stuff again.

>> No.1007966
File: 3 KB, 231x218, keeeeeeek.jpg [View same] [iqdb] [saucenao] [google]
1007966

nigga thought you make artwork at a corporation

>> No.1007968

>>1007964
>he fell for the industry meme
They didn't tell you your job was specifically for people with 0 personal ambitions?

>> No.1008043

>>1007964
Freaky image. I don't like it.



File: 61 KB, 400x400, andrew.jpg [View same] [iqdb] [saucenao] [google]
1007952 No.1007952[DELETED]  [Reply] [Original]

I have just finished The Donut, amazing.
Thank you for this gift, Andrew Price.
I owe everything to you.

>> No.1007955

>>1007952
Andrew price is a race traitor and he makes donuts for a living.
He's my role model

>> No.1007961

>>1007952
New JRE?

>> No.1007970
File: 128 KB, 1247x670, donut-guy.jpg [View same] [iqdb] [saucenao] [google]
1007970

>>1007961
Better.



File: 2.47 MB, 2880x2880, 20250220_115822.jpg [View same] [iqdb] [saucenao] [google]
1007936 No.1007936 [Reply] [Original]

Is it possible to sculpt a character like this without motion capture?

5 replies omitted. Click Reply to view.
>> No.1007949

>>1007936
not for you it isn't

>> No.1007953

>>1007947
What about a train? Could one sculpt a locomotive?

>> No.1007954

>>1007953
No, everything except trains, they are impossible

>> No.1007957

>>1007949
Just wait for 3d ai generators

>> No.1007967

>>1007953
Literally anything, however, sculpting that would be unwise



File: 95 KB, 1255x789, image.jpg [View same] [iqdb] [saucenao] [google]
1007910 No.1007910[DELETED]  [Reply] [Original]

What 3D software were used for picrel?

>> No.1007911

>>1007910
Aladdin 4D



File: 95 KB, 1255x789, image.jpg [View same] [iqdb] [saucenao] [google]
1007909 No.1007909[DELETED]  [Reply] [Original]

What 3D modelling program were used for picrel?



File: 262 KB, 500x500, SquidCorpse.png [View same] [iqdb] [saucenao] [google]
1007886 No.1007886[DELETED]  [Reply] [Original]

>> No.1007898

This is a sfw board bro wtf

>> No.1007913
File: 63 KB, 1008x438, squidkike.jpg [View same] [iqdb] [saucenao] [google]
1007913

Calamari Wrath Will break the sky, the beast will fall where vengeance lies!



File: 340 KB, 891x857, 120 Staryu.png [View same] [iqdb] [saucenao] [google]
1007862 No.1007862 [Reply] [Original]

a thread to post your daily sculpts and sculpting in general
previous thread >>1003156

37 replies omitted. Click Reply to view.
>> No.1008686
File: 280 KB, 1858x845, 1741229510842.jpg [View same] [iqdb] [saucenao] [google]
1008686

>>1008506
since i don't know what should i learn today, i decide to sculpt anime head for 30 minutes, it's been a while since the last time i sculpt anime head, i have to use image ref

>> No.1008693
File: 346 KB, 701x945, fit girl.png [View same] [iqdb] [saucenao] [google]
1008693

>see nice figure
>sculpt nice figure

>> No.1008722
File: 500 KB, 946x912, 134 Vaporeon.png [View same] [iqdb] [saucenao] [google]
1008722

the other trainers look at me with disgust, but they don't understand this special bond that I share with my Vaporeon

>>1008686
nice, you should do another head today too, with a bit more hair

>> No.1008743

>>1008722
did you know that in terms of male human and female Pokémon breeding, Vaporeon is the most compatible Pokémon for humans? Not only are they in the field egg group, which is mostly comprised of mammals, Vaporeon are an average of 3”03’ tall and 63.9 pounds, this means they’re large enough to be able handle human dicks, and with their impressive Base Stats for HP and access to Acid Armor, you can be rough with one. Due to their mostly water based biology, there’s no doubt in my mind that an aroused Vaporeon would be incredibly wet, so wet that you could easily have sex with one for hours without getting sore. They can also learn the moves Attract, Baby-Doll Eyes, Captivate, Charm, and Tail Whip, along with not having fur to hide nipples, so it’d be incredibly easy for one to get you in the mood. With their abilities Water Absorb and Hydration, they can easily recover from fatigue with enough water. No other Pokémon comes close to this level of compatibility. Also, fun fact, if you pull out enough, you can make your Vaporeon turn white. Vaporeon is literally built for human dick. Ungodly defense stat+high HP pool+Acid Armor means it can take cock all day, all shapes and sizes and still come for more

>> No.1008749
File: 412 KB, 1336x1091, Screenshot_5.png [View same] [iqdb] [saucenao] [google]
1008749

OSHA OSHA OSHA



File: 211 KB, 501x393, threatinteractive.png [View same] [iqdb] [saucenao] [google]
1007846 No.1007846 [Reply] [Original]

Is he right?
Is he wrong?
...or is he a schizo?

15 replies omitted. Click Reply to view.
>> No.1008565

Based optimization chad, on a real note, UE is open source, why would he want money to fix it when he can fork it for free or even make his engine from the ground up? I don't see why someone that educated on the topic would genuinely care about fixing other peoples work when he can easily create a tech demo to showcase how far it could go.
He is completely right in everything he is calling out, games are less performant and beautiful than they used to be, I'm interested in what techniques he would reccommend for beautiful and performant games since I've been out of the loop for a while now. Also Quake 3 Arena is peak graphics you bitchass niggas

>> No.1008566

>>1008565
Another thing I forgot to mention is that this whole ordeal is a low-hanging fruit in the industry since for a while now, most studios have been following the footsteps of monolithic game engines and the whole industry as a whole, is pushing towards fully automated ai genned bs which puts the least amount of strain on multiquintillion dollar corpos. It's a lot easier to make some jeeted code and tell people to upgrade than to optimise for a plethora of different hardware. Wordpress domain tells me that this has to be a scam, has he even mentioned WHAT or HOW he is going to 'fix' the industry? Even if he gets full UE acess, what then?

>> No.1008575

>>1007896
Where are his showcases, proofs or anything he is just talking shit. Not interested. Grifter at least had it nicely documented and properly shown this pro wannabe have nothing just words.

>> No.1008656

>>1008565
UE is not open source.

>> No.1008736

>>1007851
>You can go back and read forum threads where someone brings attention to something and the developers actually come out to articulate a response but
>dismisses/downplay the problem and it keeps going ignored even as more and more devs come in and point to the same root issue and provide proof that this or that glitch is the root cause.
this shit is the worst, open source is already really bad with the whole "wontfix because lazy" and "whats the usecase?" comments but game dev is on a whole new level
some retarded jeet will unironically go "whats the usecase" for something when claiming the fix is to "just" copypaste the same shit 500 times
yanderedev coding feels like the mean for game devs and they dont understand how things can ever be better so they always just suggest you to do dumb fucking shit
i think its partly because some gamedevs get popular off their game design skills then dunning kruger their way into thinking that means they can program so the whole community just ends up with this aura of full of themselves retards suggesting retarded solutions because "it le worked for me!!"



File: 38 KB, 680x539, 1719953395188858.jpg [View same] [iqdb] [saucenao] [google]
1007834 No.1007834 [Reply] [Original]

What's the workflow to model an artificial/interior environment and texture it?
>le modular assets
Too restrictive.
>tileset with things like Sprytile on Blender or Crocotile 3D
I can't draw tilesets.
>just friggin model it, Lois
Can do, but then how the fuck do I texture it?

Please help. All tutorials online are for fucking forests or how to make a city with 5 house models copy-pasted all over the place. I need help for INTERIORS

22 replies omitted. Click Reply to view.
>> No.1007986
File: 1.72 MB, 1427x829, POC2.png [View same] [iqdb] [saucenao] [google]
1007986

>>1007983
>you cant ACTUALLY click two buttons
you're just trying to waste my time now.

the file with materials is 45kb. the file without them is 190kb. if you want to avoid inefficiency by spending more time modelling, more time unwrapping, more time texturing and more memory on the file then go for it.

>> No.1008010

>>1007986
Dude that looks like absolute shit.
It's really cool that you're doing this, and I really appreciate the attention and effort, but that's just not good.
>it's a prototype!
Why the fuck would I ask for help in texturing a prototype, I'm asking for the final product.
If you're going to go that route then stochastic texturing in-engine is a must to avoid the repeated pattern

>> No.1008018

>>1008010
>Why the fuck would I ask for help in texturing a prototype, I'm asking for the final product.
why the fuck would i do your homework for you? my investment in this is an efficiency test. its not efficient. i've already said why, so that's all there is to it.

>> No.1008031

>>1008018
I'm not asking for you to come up with the entire art-style of my game, I'm asking for a good texture workflow.
What you've done here >>1007986 would look like complete ass no matter the textures: bad tiling, grand total of two textures over the whole thing, probably an unoptimized amount of materials for gamedev (you most definitely have a single texture per material, which is peak "I only need this for rendering and not gamedev" thinking)

I'm asking how do good devs go about texturing environments, not "how to literally texture it". I know how to apply a fucking material mate

>> No.1008737
File: 157 KB, 471x399, textures example.png [View same] [iqdb] [saucenao] [google]
1008737

>>1007834
the buzzword you need is trimsheets kek, also you don't need to draw to make textures, just use photos or a material, or make your own materials , bonus points, learn art fundanmentals, with that you can use any tool and still get your work done



File: 39 KB, 819x493, autodesk_niggers.png [View same] [iqdb] [saucenao] [google]
1007816 No.1007816 [Reply] [Original]

>> No.1007819

for to making sure you are not dalit saar

>> No.1007833

Oh I see, the issue is you have Autod*sk software on your machine

>> No.1007844

>>1007816
Thus couls have gone in the dumb question thread

>> No.1008095

when will you install gentoo?

>> No.1008122

>>1008095
Linux is for redditors



File: 328 KB, 1260x692, 1739841715.png [View same] [iqdb] [saucenao] [google]
1007681 No.1007681 [Reply] [Original]

How do I make and animate 3D models for a game? Preferrably with an anime-ish art style and that whole "stepped animation" shindig (i.e, what ASW does with dragon ball fighterz)
I'd look in the pinned FAQ, but half of the links are missing and half of the images won't load.

>> No.1007713

how do you do it? extrude faces, slice edges, and move vertices. everything else is a tool that does that for you.
you want loke good advice?
if youre an absolute brand new newb and cant even scroll the view port yet you have to do the basics tutorials and it will be awhile before you can make a character and a long while before you can make a character thats good.

>> No.1007791

>>1007681
There's already a thread that covers this: >>993798
It's a lot more work than you probably think.



File: 254 KB, 320x245, ab4b490ebaf9c94da80272bdb65dc3f4b16acdc1_00.gif [View same] [iqdb] [saucenao] [google]
1007677 No.1007677[DELETED]  [Reply] [Original]

anyone know a working zbrush crack? tried one a couple months back and gave up after a classic resetting all my emails and not even getting the app situation, now i will try again (and cope with the inevitable virus)

>> No.1007712

id focus on trying to get an old version. security in software is becoming nigh impenetrable.



File: 261 KB, 194x194, 1714929100999815.webm [View same] [iqdb] [saucenao] [google]
1007634 No.1007634 [Reply] [Original]

Are you supposed to sculpt or box model organic things like human characters and monsters?

17 replies omitted. Click Reply to view.
>> No.1007802

>>1007634
i just stack tubes and cylinders, then i can get in a a nice pose and then start pushing and pulling with a clay and smooth brush

>> No.1007804

>>1007740
Box modelling only *feels* slower initially. Because you're doing the work of retopology up front. Which front-loads the process with a lot of problem solving. Whereas sculpting makes the beginning process smoother, since you can turn your brain off, and just mush the geometry around.
However, as the box modeller comes to solve the geometry, the BACK half of the process is a lot easier, because they only need to sculpt their clean topology. And if they need more detail, they just Subdivide.

So it is more or less the same time commitment. Personally, I find box modelling to be better, since I prefer to get the hard part done first. And I also just enjoy solving topology like a puzzle. I don't like work where the tedious part is at the end. So retopology is really annoying to me. It reminds me of my 2D work. Where I did all the fun sketching first, and then I have to follow the fun part with the CHORE that is inking. I hate that.

But yeah, I think that it comes out to about the same amount of time. Once you understand the principles of topology.

>> No.1007814

>>1007804
I like box modelling and for me it's faster because I'm a shitty sculptor, so easier to get a good base mesh and really focus on that first level. But I think I'd be lying if I said retopologizing an already sculpted asset is harder than doing decent topology from scratch. I don't think the limitations of sculpting topology are quite as bad as they were when sculpting was introduced . The automatic retopo tools are better now. Not that they make for a good final mesh, but they can definitely accommodate a lot.

Basically I don't think the time is allotted equally just out of order the way you are saying.
I think it's more like
sculpt first flow:
>start with blob, sculpt to final result. 7 arbitrary time units
>retopo sculpt. 3 arbitrary time units

box model flow:
>box model a quality base mesh. 5 arbitrary time units
>sculpt. 5 arbitrary time units
>retopo sculpt. 1, or 2 arbitrary time units.

Yeah, some steps might be faster with a better base mesh, but I don't think it makes up for the added time - and I say that hypocritically as a person who does it.

>> No.1007821

>>1007783
and im the pne who countered that not only can you box model wrinkles in some cases it's easier

>> No.1007849

>>1007634
try every workflow that interests you and see which one you prefer
I prefer this for organic characters
>box model general shape
>sculpt
>retopo



File: 687 KB, 2048x1024, myStupidIncel3DModel.png [View same] [iqdb] [saucenao] [google]
1007603 No.1007603 [Reply] [Original]

I've been shittily 3d modeling for a while now but UV unwrapping has always fucked with me. How in the hell is the MG model nice and flat, but blender outputs my UV all fucked up? Do I literally have to go in manually and pin each vertex into the pixel perfect position? Am I just retarded and just not doing it right> Most tutorials that cover low poly modeling in blender just use minecraft square-esque models and shit so it doesn't help me out since mine are more triangular.

8 replies omitted. Click Reply to view.
>> No.1007649

>>1007603
i use roadkill

>> No.1007650

get roadkill

itll make your life easier

https://www.pullin-shapes.co.uk/a-comprehensive-guide-to-roadkill-uv-unwrapping-made-easy.html

>> No.1007652

>>1007613
>>1007650
This is not normal anons, stop using blender. It lies, it’s not how 3D works and it shouldn’t take 20 minutes for UV editing. You’re wasting time and money.

>> No.1007656

>>1007649
>>1007650
Hmmm... I might try that. Can I get it for BLENDER??

>> No.1007659

>>1007656
Roadkill is literally blenders UV mapping code. I don't know about the paid version.
Blender has addons to straighten uvs that work like a charm



File: 203 KB, 413x368, Screenshot_1.png [View same] [iqdb] [saucenao] [google]
1007602 No.1007602 [Reply] [Original]

Can anyone explain what's the secret of this picture texturing and modelling?

I understand the modeling is just basic low poly with a subsurf modifier.

What I don't get 100% is the texturing and I wonder if is just albedo texturing in photoshop or Krita.

The other thing is the shading.
Prety sure this is not a complex shader and would be funny if it's just a basic 1 tone shadow toon shader.

The funny thing is that It would be hilarious if this guy is just using PS2 tricks but on 2025.

1 replies omitted. Click Reply to view.
>> No.1007610
File: 2.33 MB, 346x676, maya_2024-06-22_17-20-40.webm [View same] [iqdb] [saucenao] [google]
1007610

>> No.1007612

>>1007602
What do you get out of making low quality bait like that?

>> No.1007614 [DELETED] 

>>1007609
It's from a 3D porn game.

https://fantia.jp/products/338910

>> No.1007621

That is 2D

>> No.1007630

bait



File: 71 KB, 900x900, zucc.jpg [View same] [iqdb] [saucenao] [google]
1007586 No.1007586 [Reply] [Original]

WHAT'S UP GUYS?

>> No.1007593

SNIFFFFFFFFFFF

>> No.1007722
File: 5 KB, 160x160, unnamed.jpg [View same] [iqdb] [saucenao] [google]
1007722

Gott evenink todey wehr goren to törk aßaout ze Blender Reich addon

Jast keeding, todey wehr discussing Kryptowährung, wirtschaftlich und investment strategies.

I start by opening ze gas valve inside the box, and finish by watching them die.

Danke fur watching. Don't forget to subscribe, und leave your suggestions in the comments, und I will catch you, in the next video. :)

>> No.1007736

>>1007722
>returns after his stock channel flopped

>> No.1007919

HUUUUWHATS UP GUYS