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Welcome to /3/ - 3DCG, 4chan's board dedicated to 3D imagery and modeling.

readme.txt
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
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Click here to open this thread.

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I made product renderings for a client and it went great but now the client is asking for an animation like vid related.

I tried the (newly updated) particle simulation in C4D to try to create a body of liquid and also tried xParticles but both runs like shit on my M1 MacBook. I tried my best to optimize the simulations following multiple tutorials online but I cant get semirealistic results.

Now that I am thinking about it I might be vastly overcomplicating things since I basically just need to raise the product from a plane that somewhat sticks to the object.

Does anyone have an idea for a method I could use to achieve the effect in a much simpler way? I must be missing something.
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>>981610
>use a tablet-tier cpu and gpu for a very intensive workload
>why isn't it working
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>>981613
>>981622

OP here, thank you guys a lot!

I'll be honest, I didnt understand how to use a zdepth render as displacement and couldnt find tutorials on it.

Was on a tight deadline so I just tried to find any possible way and while searching I found a tut that showed a similar effect using a vertexmap:

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

Adapted it like pic related (random rock as a replacement for the product, also actual 'liquid' the client wanted is chrome).

However, could you still give me maybe a pointer towards how to do your technique? I don't get what you guys mean by vfx layer and it seems like a really powerful workflow.
>>
>>981778
It's really simple
Just render a zdepth pass of the object from the top, use it as a displacement texture and animate the strength of the displacement from 0 to how much you need to show the object.
>>
>>981710
>>981711
or you could just do sdf booleans and never have to render a pass and maintain more control over the geo with less friction

thanks for the essays and the 1980's techniques though

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We have this over in /ic. I'd like to see anons portfolios and works. Post your socials.
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>>981631
>listing a fucking operating system
certified retard moment
>>
Reminder to not associate yourself with the Nazi website if you want to get a /3/ job
>>
https://youtube.com/@MitchellsAnimations?feature=shared

Shitty little animations I make for fun
>>
>>981757
Name three examples where this has ever happened.
>>
https://www.youtube.com/@shamdotblend
views kinda tanked after I stopped making gaming shorts but algorithm seems to be liking my blender vids a little more lately. why anyone would sub to a retard posting his /beg/s is beyond me, but growth has actually gone up since abandoning gaming despite the fewer views. if I wasn't creatively bankrupt maybe I'd be able to make something worth watching

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blender idiot here

I'm making a model for a vrchat avatar and for some reason some bones are moving around on their own after I export as an FBX then reimport. I've searched all over the internet for a solution and a lot of the threads on various websites talk about animations and making sure that the armature is set to the correct frame of the animation, but I've never touched any of that. I may have fatfingered some hotkey during the whole process, but I have no idea if this is a bug or if I'm just retarded. I've applied all the scales and rotations etc too, so I don't think it's that.
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>>981663
No idea, maybe the other anon can see your file and find out.
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>>981661
Having a quick look the weights seem fine?

You have some zero weight bones which can be removed but other than that can you explain the issue your having fully?

Is the issue in Unity or in VRChats Engine?
>>
>>981765
also are you trying to modify the model? as if this is

https://nachoo.gumroad.com/l/Lupina

then it should have came with a unity package that makes importing it much easier, and you don't need to reimport the model if you added clothing just rig the clothing and then export the clothing to unity and add the clothing there if that is easier for you.
>>
>>981766
can you upload the whole thing to pixeldrain?

rather than your blend file? as I'm guessing you have made edits to it.

also yeah some reason it had a password

pixeldrain /u/9pvA6hEh
>>
>>981765
>>981766
>>981770

this is the one i bought, it had a bunch of shit on it that i didnt like so ive been going through the process of learning blender and unity to "fix" all of it

https://vrmodels.store/avatars/16814-lupina-6546.html

the weights arent the problem, the issue im having is that some of the bones in the armature keep moving on their own after i export as fbx then reimport, and i have no idea why. pixeldrain wouldnt let me upload for some reason so i put it here: https://file.io/fcwsu4eq03h2

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its kinda crazy what blender is capable of in 2024
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>>981599
would be kinda fun to attempt making that kind of detail for a donut tho. Like the way the sprinkles are individually broken and embedded in that glaze and how that bread-crust actually shade.
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>>980541
debunked
>>
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>>981604
I've never nutted before but I did try to have some sunk sprinkles as a normal map on my max-nut V1.0.

need to add that bulge around each individual sprinkle and make better sprinkles to replicate the delicious look of >>981595 but as a proof of concept I think it shows promise.
>>
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>>967490
I made low poly version.
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>>978619
this makes sense never thought of it before but yeah imo checks out.

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I bought a 4090 to do 3D but apparently physics simulations use processor exclusively. What the hell man...
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>>981764
Only blender is dumb enough to use Processor. This is why we keep saying to abandon blender.
>>
>>981768
Cris could not afford a 4090 in his lifetime
>>
>>981771
The problem is that modern graphics cards were never designed to do graphics. They were designed to mine crypto and for AI, so to use them to do graphics, it's really hard.
>>
>>981773
Cris' family could buy you.
>>
>>981775
Go away, Cris

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>Pirate Maya3D
>Search "How to do [ ] in Maya3D
>90% of tutorials are how to do it in Blender

WTF? I thought the shit posting on /3 was a joke. Blender has taken over.

Best I could find is Mike Hermes and Academic Phoenix Plus, but there are a load of special effects they don't cover.
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>>979939
Ah then yeah, I can't say other software has anything like that. At least as far as making something super fast that'd run at a show.
Geo Nodes maybe if you keep shit simple, or the extinct Blender Game Engine, but maybe I'm still kind of misinterpreting what it's for.
Still it sounds pretty neat.
>>
Strange how there are loads of tutorials spoon feeding Blender how tos but modlers are few and far between. On top pf that, the ones ypu find are either really good pro level or absolute beg tier. Theres little to no inbetween.
>>
>>981717
There's nothing strange about that at all.
The middle ground is the area where you're kind of just expected to know what you're doing.
Beginner shit is for beginners, pro level shit is mostly theory and workflow shit to augment and enhance what you're already doing. The in-between is that "just right" section where you're not a beginner, and you know how to model well enough to get by without much help. In the case you do need help, it's usually enough to just check how other people have solved similar problems. Then you slowly just shift into that "pro level" theory territory where it's all about optimizing your workflow, or seeing new tricks to model things in a different way.

It's like riding a bike.
There's that wobbly stage where you're just starting out on 2 wheels and you're not all that skilled and can still fall over.
The middle point where you can clearly ride a bike, people expect you to know how to ride a bike, and you have confidence riding a bike.
Then that final stage where you achieve complete mastery over normal riding and you start doing BMX tricks and shit.
>>
>>979823
Maya is for professionals only, you should already know what you're doing when using Maya.
>>
>>981744
>you should already know how to use a program you never touched.
retard.
12yos should have 0 access to the internet.

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/wip/ - Works In Progress - "We're going back to our roots" Edition

Post your work-in-progress projects, recently finished projects, or things you'd like critiqued here.

Previous thread: >>977313

List of free resources: https://pastebin.com/cZLVnNtB (embed) (embed)
/3/ Discord: https://discord.gg/gbYCEBPuK2
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>>981733
The people who owned my uncle's house before he bought it put urinals in the basement, and the garage. Not gonna lie, they were pretty useful.
>>
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>>980444
Since i like a lot old game called State Of War im making kind of models from that game they are not 100 accurate.
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>>981387
>>981428
>>981392
made some small changes
>thinner torso
>abs smoothed but middle groove deepened
>increased hand size
>reduced leg spread
>ass moved up
>widened hips
>longer thighs
>rotated feet outwards
>changed the collarbone region so there is no longer an edge from the chest to the neck because looking at thin female models there doesnt appear to be one for most thin women
are the changes in the right direction? might need to change the head length, might be too long at the back, cant tell how long the head of the model im referencing is so i keep overcompensating i think
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>>981755
reminds me of C&C, makes me want to play again but already went through the series once
>>
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>>981660
no way thtats too lewd
>>981687
>i also really want to see what that room is for through the window.
pic rel was the main ref i used for the foreground, the room was supposed to be some sort of mini super market where workers come and bug cigs and shit hence the carboard boxes but i wasnt sure how to portray it in a shady kind of way so i just kept it empty until i figure out a way.
>>981723
oh yeah light bulbs make the most sense but its hard integrate it in a day scene while making it sublte, pic rel has lightbubls but the aesthetic it gives off isnt what i was going for.
>>981726
>and little bits of dried grasses like the pine needle sized ones birds drop everywhere
can you show me a pic? i cant imagine grass in industrial settings like this
>>981727
thats the difficult part, i think i dont know how to properly utilize reference images because i am looking for something between what you sent and something more cleaner and industrial

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I am now much stronger, and now have mastered AI as well as 3D and 2D.
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>>981703
>he's gone back to Godot again
It's so tiring.
>>
It took me a day to make this.
Pls rate.
>>
>>981738
https://www.youtube.com/watch?v=-PCRanYQ7-s

forgot to add my link.
>>
>>981738
If you are beginner i think it's okay but if you already did some programming it's way too long but still cool keep working on it.
>>
Cris, check out this Godot tutorial:
https://www.youtube.com/watch?v=OrKI4t63oJs

so imagine that i got good at 3d modeling, how do i realistically make money? is porn the fastest and easy route? how do you build a fanbase or do you make videos for pornhub and cash on views?

i dont want to work in a studio or with other people, want to fly solo here
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>>977345
I agree with you anon, the op looks like a flab monster. Zero appeal
>>
Can someone give me a quick rundown on Pixiv? I have never used it before but I want to expand my reach. It's mainly used by japanese people?
>>
>>981671
don't bother they're systematically eliminating nsfw from the platform
>>
>>981376
were you trying to recreate those jewish goblinas from that weg everyone posts?
and any new account on twitter gets instantly auto banned in order to force you to put in a phone number. other than that flag your shit as nsfw or the algorithm will crush you when it detects you're posting nsfw
>>
>>981750
What about fetish but clothed art?

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Previous: >>968906

Daz youtuber's and general guides:
https://www.daz3d.com/help/help-daz-3d-video-tutorials
Wpguru
Parmy
Travis Davids (Marvelous designer)
Thundornd
CgBytes
https://www.laylo3d.com/
https://thinkdrawart.com/
Kelvin Jin

Bridges: https://www.daz3d.com/daz-bridges
Suggested Blender Bridge: http://diffeomorphic.blogspot.com/

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>>981675
it has a unified mesh for male and female characters which means there's no mesh topology for the nipples so you have to use geografts which have to be massive to fully replace the tits with g8 style topology
they could have just made g8 but better but they're fucking clown retards who think people want to make disgusting dysgenic androgynous people in their hot bitch dressup simulator
>>
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>>981275
>>981276
>>981322
favorite emma, simple as.
>>
>>981518
Option A: Create a custom morph in Blender or similar

Option B: Fit Control

Option C: Mesh Grabber
>>
>>981713
damn, she has been working those deltas. Yum yum
>>
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I hate geometry nodes.

So I wanted to get an array that has a offset for example every repeated part is -5 of the original distance.

This is impossible to get in the array modifier (despite the devs being retarded for not including it)

So lets see how I can do this in geometry nodes.
Repeat something node yes???
WTF? What is this shit.

Youtube search.

LOOOK AT THIS GARBAGE!!!!!!!!!!!!!!!
https://www.youtube.com/watch?v=MqXYApfJuPk


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>>981490
>They split the functionality into small atomic elements which can be recombined in many different ways.
More atomic then objects????
>>
>>981679
There are the new quantum mechanical nodes coming but they're always in a superposition of being useless and being useless.
>>
>>981381
This might help you.
https://studio.blender.org/training/geometry-nodes-from-scratch/array-tools/
You don't need to follow the tutorial, just grab the nodes. I use them quite a lot. The circular array is really nice, since you don't have to do the retarded "add array on first object, add empty, rotate empty, add object offset to the array on your first object" rigamarole.
Whether or not the nodes do the exact thing you need, I dunno, but I'm sure it'd be easy to tweak with some basic math.
>>
>>981716
>You don't need to follow the tutorial, just grab the nodes. I use them quite a lot. The circular array is really nice, since you don't have to do the retarded "add array on first object, add empty, rotate empty, add object offset to the array on your first object" rigamarole.
HUH?

I remember doing something like this like in blende 2.3 and it used something (not geometry nodes) I think it was the particle system

>just grab the nodes
Why are geometry nodes so counter intuitive?

>Learn...
No they keep changing them in every new version. Get your shit together!
I was waiting for the first adopters to get burned however it is blender 4.0 and they keep on fuckign with the nodes!

>>You don't need to follow the tutorial, just grab the nodes. I use them quite a lot. The circular array is really nice, since you don't have to do the retarded "add array on first object, add empty, rotate empty, add object offset to the array on your first object" rigamarole.
If blender was not retarded and god portions of it being stuck in the 90s other in the 2000s they literally give you a extra box in the array modifier that says.

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>>981748
Oh, I see you're just throwing a temper-tantrum and venting for people to agree with you.
Hence you putting words in my mouth. You know, because I never once said anything about you "learning" anything.
I offered up something that might help (an existing setup that you just apply like any other modifier), but you're just looking to sperg out because something was added to Blender that you don't want to engage with.
Don't engage with it then. Simple as that.

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>Godot
Missing features and lacks artistic improvement to match with Unreal and Unity
>Blender
All marketing PR talk, no real experience in using Blender. Knows nothing about the real reason.
>Open source
Open source projects doing dumb things like glTF animation implementation, dead software, not documenting important stuff, heavy relaying on Blender instead of other 3D software
>Unity and Unreal
They have a monopoly in 3D games, not a single open source can export to console. Open source projects limits artists like you and me with dumb ideas like TIFF format. Heavy restrictions to Windows only. Dumb downloads for developers like Microsoft Visual Studio. None of that matters with Unity or Unreal.

Never trust YouTubers
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>>981480
I've watched the documentary on that channel about Godot being a cult modeled after the Blender Foundation and I completely agree.
>>
>>981585
But we already knew you aren't able to form your own opinion
>>
>>981580
GDevelp can’t upload 3D idiot.
>>
>>981586
I knew the Blender Foundation had become a cult for a long time. I didn't know that the Godot people were copying their model.
>>
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>>981323
Never really liked Brackey's tutorials.
>he never goes over the basics while pedaling to people who understand nothing about coding.

like, to understand Brackey's tutorials you must already have the coding knowledge to understand the tutorial and therefore you could just do it yourself without the tutorial.

I fell into the trap of watching all his videos and just mindlessly copy and pasting them while learning nothing, I only came to understand wtf I was actually doing when I learned C# monoscript in uni years later

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Sup, /3/? I’m sick of Cris shitting up /v/ and all of the other boards with his dogshit models so I have decided to combat him in his domain.
You might know me better as the guy who made that one Jet Force Gemini picture, but I have much more impressive stuff than that.
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I detest Ocarina of Time and consider Dinosaur Planet to be a superior game.
>>
Can't wait to report your next github
>>
>>981667
Can’t wait to see you disappointed when I unleash my next GitHub.
>>
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Axolotl Men.
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Here’s the enigmatic Warlord, the main antagonist of my game and Fygoon’s nemesis.

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How do I improve sculpting bros? Does this look like I need to know more Zbrush to improve? I feel like I can’t draw the planes and I fuck up on the mouth a lot
I want to improve and I’m really stuck. I’ve been following a head anatomy course and while I have improved a bit-it’s only a little bit, I think I’m not understanding a lot. I know I sound extremely naive in this whole thing, I just don’t know where to start. I can’t keep up in this course and make turd after turd without knowing I’m knowing how to improve after each turd
I bought anatomy for sculptors book too
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>>981433
I fucking love professional european artists who stream. They're so incredibly dry and unhelpful in the funniest ways. The good ones anyway. They've been professional artists for like 15 or 20 years, and have like zero in common with the people watching and can't help them at all because they don't consciously think about all the skills and talent they've developed and can't articulate it.
I'm not even complaining, I just think it's funny how innately averse to spoonfeeding they are.
>>
>>981437
He’s not European. I mean I wanna get better and I will but if there’s something I’m not really getting I would like to know it if possible even if I sound like an idiot haha
>>
>>981433
https://anatomy4sculptors.com/
>>
>>981433
what's the copy Bridgman twice of sculpting?
>>
>>981441
>He’s not European.
Bulgaria isn't in Europe?


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