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/3/ - 3DCG


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978099 No.978099 [Reply] [Original]

Just got announced at GDC. How over is it for material artists?
>Adobe says it can generate “photorealistic or stylized textures” from prompt descriptions, such as scaled skin or woven fabric. These textures can then be applied directly to 3D models, sparing designers from needing to find appropriate reference materials.

>> No.978101
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978101

>> No.978107

>>978099
God these niggers are doing anything but improving substance, Adobe buying it has been the worst thing that happened to 3dcg ever

>> No.978111

>>978107
i think this was inevitable, even if adobe hadn't purchased substance.
but yeah, substance designer is dead software walking imo - i'd actively tell people to not learn it if they haven't already. i feel bad for people who've spent years getting very good at it.



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978094 No.978094 [Reply] [Original]

hi! i need to make a 3d wax seal for my project and I found a simulation of it (https://www.blendswap.com/blend/18170).). My question is how do I replace the logo used there and can I transfer the final result to another blender project?
Thanks.

>> No.978096

>>978094
Delete this thread and ask in the numerous other questions, blender, or beginner threads on this board.



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978084 No.978084 [Reply] [Original]

When do you sculpt and when do you box model?

1 replies omitted. Click Reply to view.
>> No.978095

>>978084
Box modeling is for making something mechanical, architectural, or low poly,

Sculpting is for organic shit that you just can't get right with box modeling.

>> No.978113

>>978089
>>978095
Insightfull.

>> No.978114

If you're shit at one you have to do the other

>> No.978122

>>978084
https://youtu.be/lGJBUauU-CE?si=0Ms4ZHbpAB9AC4n4&t=170

>> No.978123

You use both interchangeably all the time and just about every model will use some amount of both. Generally speaking though the more gribbly and organic, more sculpting, the more mechanical and clean, the more modeling. Something like an anime female face will usually strike a balance between the two.



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978077 No.978077 [Reply] [Original]

I'm seeing a bunch of them:
https://github.com/shteeve3d/blender-wiggle-2
https://blendermarket.com/products/bonedynamics
https://blendermarket.com/products/swingy-bone-physics
https://blendermarket.com/products/gravity-collider-physics-plugin

Any recommandation?

>> No.978078

>>978077
Delete blender and find a real 3D software that actually works with rigging models at no cost.



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977894 No.977894 [Reply] [Original]

are Shane Olson 3d character workshop worth the money has anybody taken them https://www.3dcharacterworkshop.com/training

3 replies omitted. Click Reply to view.
>> No.977934

>>977900
so uh, where do I go to learn to make that?

>> No.977935

>>977934
You need to learn the basics first

>> No.977938

>>977934
he is an idiot, that is live2d.

>> No.977939

>>977934
Learn to draw or Ai I guess, that's 2d with bones

>> No.977942
File: 199 KB, 1280x910, 1710653222372.jpg [View same] [iqdb] [saucenao] [google]
977942

>>977939
>generate coombait images
>rig them in live2d
>profit



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977848 No.977848[DELETED]  [Reply] [Original]

Lattice Modeling.

I recently discovered Lattice Modeling in blender and it looks great. Can someone red pill me on Lattice Modeling.



File: 75 KB, 1920x916, 1702924097024735.jpg [View same] [iqdb] [saucenao] [google]
977812 No.977812 [Reply] [Original]

What is the 3D equivalent of Drawabox? If you don't know what Drawabox is, it's an art program that focuses on fundamental skills such as line control, perspective, form, and constructional drawing. The 250 box challenge in particular drills into you the mechanical skills and resilience needed to git gud.

23 replies omitted. Click Reply to view.
>> No.978104

>>978006
My eyes.

>> No.978109
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978109

>> No.978112

>>977815
Totally.
I fell for this trap for an entire one year. Grinded like mad. It helped me jackshit.
When I started to work on my projects, then, and only then, I evolved and the fundamentals made any difference.

>> No.978120
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978120

>> No.978125

>>977815
Completely based, grind fundies by making what you want to make and being ok with the product being flawed. The only time you should be grinding something in isolation is when you're trying to do a specific thing and you don't know how.



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977774 No.977774 [Reply] [Original]

I installed blender & daz. I want to make Bulges on character models.
>What I do is I just sculpt directly on the leg in the shape of a penis I use as reference. This takes me 10 hours
>Find out other people have a way to do this almost instantly.
>Been googling for 2 years and still haven't figured out a faster way.

28 replies omitted. Click Reply to view.
>> No.977886

>>977774
In daz the answer is D-Former

>> No.977921

>>977875
What the tard said would be true if you used a clothsim though. It would lift up on the edges like a real cloth and it would look like a lump.
So like you have a nude model and you wanted to use a clothsim on it, how could you guarantee you'd get the "tucked in" look where there are creases around and also picking up detail? Maybe actually model the clothes that was from the beginning?

>> No.977944

>>977921
Ok since I suggested to use clothsim I'll elaborate.
Best way would be if you use sewing your own clothes with unconnected edges in blender directly.
But that's not strictly necessary. Another way is to enlarge the clothes by displacing towards the vertex normals and the continuously shrinking the cloth as the simulation runs until the level of snugness is archived.
Yet another way is to animate the dick and let it grow into the clothes.

>> No.977975

Imagine being too dumb to figure this out on your own, but arrogant enough to dismiss any replies.

>> No.977990

>>977944
Oh thats interesting. So let the sim run, then edit it, then run it, etc until it relaxes in the shape you want.
It also occurs ti me though that if the pants or w/e are so tight like in the op, you dint really need a cloth sim at all. Just model it how you want and rig it.
Use cases might be if the dick is moving around under the clothes, or for a scene where theyre coming off.



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977728 No.977728 [Reply] [Original]

/beg/ - Beginner's General -
Free chicks edition
Previous thread: >>960431

Last thread was a success and reached img limit, guess it'll be helpful to continue.

Beginners, feel free to post any questions, issues, projects, or anything you want looked at here. There's no stupid questions, we were all beginners once.
Other anons that are willing to try and help out (if you want), explain things as simply as you can, and try to be patient with the people just getting started.
Going by the OP of the last thread,
>You are a beg for at least 2 years, depending on software.

This also might be helpful for anons just starting out and want to know some different places to get textures and other resources.
List of free resources: https://pastebin.com/cZLVnNtB

Feel free to check out some of the other generals as well
Works in Progress: >>977313
Questions Thread: >>966806
3dsMax General: >>976654
Blender General: >>973562


Let's get this party started.

22 replies omitted. Click Reply to view.
>> No.977998

>>977866
As far as I'm aware, most PS2 games used Softimage for their assets, which would have included the prerendered video clips. What you're really looking for isn't the PS2 cinematic style, but the Softimage style from the PS2 era. You could decide to be hipster-y and just use an old version of Softimage inside a virtual machine to make whatever it is you want to make, or you could do some research on how Softimage and old programs worked, like their shaders, lighting systems, etc. so you can replicate the look in Blender. I may recommend the latter, because as someone who occasionally likes to mess around with old programs, I can say firsthand that they can be a pain to work with, though I don't know about Softimage specifically. Of course, there would also be other things like the actual design decisions that were made, like the color choices, shape designs, and whatever else. All of these reasons in general are why the other anons are telling you that you may want more experience first.

>> No.978031

can I make significant changes to a character after rigging it? or would I have to go back to my base mesh and make the changes and then re-rig.

by significant changes I mean like completely overhauling it to the point that its a different character.

>> No.978032

>>978031
>can I make significant changes to a character after rigging it?
Yes. Making significant changes like heavily deforming bodyparts only really ruins your textures. Anything else is quite easy to change accordingly.
>base mesh
Use multires. Avoid multiple body meshes.

>> No.978033

>>978031
yeah, you'll have to commission someone to redo the weights

>> No.978034

>>978032
>Use multires. Avoid multiple body meshes.
sorry im sure this would be sound advice if I knew what multires actually was.



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977692 No.977692 [Reply] [Original]

what do you guys think of my animation, there will be more scenes following.
its been fun working on this so far

12 replies omitted. Click Reply to view.
>> No.977837

Track the arcs on his wrists they're too straight. I'd break up the action of him leaning backwards and pushing her back out. It's too uniform, probably the biggest thing making the physicality look less natural than it could be. The other is that you're not moving either of their clavicles. When she's looking away her upper torso should rotate a bit towards screen right not just her head. I'd break up her looking away and raising her arm too. Think about it from an acting standpoint. She wouldn't try to push him away and also look away at the exact same time, looking away would make it harder to push him away. She'd start pushing his face away first, and then start turning her head away when she realizes she isn't strong enough to move him. It doesn't make sense to me that her pupils change size so drastically, especially when there's no change in the lighting. Her eyes are generally too frantic and sort of feel like they're being moved randomly just to keep them alive. But the eyes should reflect what she's thinking. Assessing this threat in front of her, and then looking away to dissociate from it when she realizes escape is futile. All you need to keep them alive are blinks and very small siccadic movements which would help show her fear. The first place most people will look is her eyes which makes it a big problem that her pupils aren't visible for almost the first 2 seconds. You can always cheat it to camera if you have to, it doesn't actually matter if she isn't really looking at him as long as it appears that way from your shot camera. There's also a ton of unnecessary negative space on both sides of them, which means you can play with your cameras location and focal length to get closer to them which will also help the audience connect.

>> No.978087

>>977808
https://files.catbox.moe/b8novl.png

>> No.978088

>>978087
Where you gonna post it friendo? You got twitter or anything?

>> No.978090

>>978088
Hello! Thank you for the interest. I have one, but its kinda dead, I will post on some boorus probably,
but I keep the thread marked til I am done and will post the Links here

>> No.978097
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978097

>>977692
>>978090
It's good but if I had to give you one advice, it would be this, your animations are a bit stiff. If you can fix the stiffness a bit, it can really be great.

Maybe the lick pushes her cheeks up a bit and there is a slight pause when he tries to lick it up. Maybe her head is pushed back a bit too and pupils dilate with a shocked expression?

I think looking at 2d animation or exaggerated animation like Cloudly with a Chance of Meatballs might help you to get less stiff on these kinds of things. It's always better to make it a bit more exaggerated than bit more stiff because how it looks in motion it'll seem alright.

Nothing more of a boner killer than stiff models. If you look at a lot of the good porn artist like Redmoa, Nyl, Diives, Amazonium, Hooves-Art all of them have some level of motion whenever something is being done. It doesn't give the lifeless doll type of animation. Sorry if the critic is harsh just giving my thoughts.



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977647 No.977647 [Reply] [Original]

Whenever I get the timing on an animation just right it "clicks" and causes that autism-soothing feel. Anyone else feeling that?

>> No.977653

>>977647
If I spot a jerky motion in my animation I scrutinize the graphview around the time of the jerk to isolate what corresponds to the issue and smooth out the transitions.
I also spend a lot of time visualizing the curves in 3-space a lot and make sure they're spatially and temporally continuous.

Once you know your tools you won't need to burn any of your precious autism on getting something right you can solve analytically.
I only employ the full power of my tism when I find myself up against walls none can tell me how to scale.

Tism' is like a mana pool, you can only burn so much of it before you gotta replenish it.
But I know of what you speak. You get this intellectual goon face going when you're deep in a multi-day session and finally break new ground for that sweet release braingasm.

>> No.977657

>>977653
Very well put

>> No.978057

>>977647
Im pretty sure autism isint the only source of feelings of satisfaction from a job well done but yes fair point.



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977610 No.977610 [Reply] [Original]

>try to search for tutorials on modeling
>everything is a fucking youtube tutorial
Why are modellers so fucking ADHD brainrotted? Is there really no text resources for non retarded humans to study?

11 replies omitted. Click Reply to view.
>> No.977779

I know if I were to make some, beyond the basics that are already parroted, that they would soon be copied 10x over by a myriad of youtubers.

>> No.977783

>>977683
>3d art
>wants tutorials to be static 2d images
Lol! LMAO

>> No.977785

>>977610
ok younglings, time for an old-fart's story time
once upon a time, I came across one dude's blog, it was full of tutorials with photoshop and 3ds max, etc. the dude showed you how to do all kinds of hihg level autistc shit, high end sutff

then somehow I los the url of that site, and I came to google for assistance, only to have as a response
>have all this fuckmetric ton of uselses sites with shit content that don't messure up to one tiny bit of the original instead

and that, young folks, is why we old folks no longer say
>google is your friend

>> No.977809

>>977650
>bryce 2
god

>> No.977821

>>977610
Nothing to do with that. Jewgle search algorithms ensure there's no way to get good results in text on just about any subject. You can't vet as easily any result for being an ad or dogshit or some woman or mutt writing an and then everyone clapped article.

YouTube thumbnails though are on a whole different level and no matter how skewed jew tube makes the algorithms they don't control the thumbnails and so it's much much easier to see the mental illness on display in each result and scroll past them.



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977561 No.977561[DELETED]  [Reply] [Original]

Why is 3d so much easier to learn when you are on drugs?

3 replies omitted. Click Reply to view.
>> No.977701

>>977561
Because you've burned out all of your neurons from doing drugs and the only way you can get them to fire at a normal output is when you're on drugs.

>> No.977733

>>977561
Because your brain is fried from drug abuse and you need them to function at the same level as a normal person.

>> No.977735

It takes on average 6 to 8 months for neurons to change

>> No.977761

>>977735
I've been smoking and drinking every day for 4 years and that's bullshit, I can still work normally at night.

>> No.977767

>>977761
Yeah I'm thinking of nerves. Got any spare nerons?



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977498 No.977498 [Reply] [Original]

https://www.artstation.com/artwork/QXZKwZ
What's your excuse for not doing it in blender? You gonna call his work shit, too?

15 replies omitted. Click Reply to view.
>> No.977649

>>977618
That’s not normal anon, no 3D software does such things. It’s always the model. Doing what you did makes working harder on you.

>> No.977662

>>977498
>What's your excuse for not doing it in blender?
Why?
>You gonna call his work shit, too?
Yes. He did not utilise any advantages of 3d medium. Le static render that doesn't tell me anything. How quaint. The dirty gray palette meme is so 2010 btw

>> No.977668

>>977498
Because I work on the industry, so I have to use Maya

>> No.977682

>>977668
>on the industry
Good morning sir!

>> No.977718

>>977546
thanks mate



File: 1.79 MB, 1920x1080, anticris.png [View same] [iqdb] [saucenao] [google]
977493 No.977493 [Reply] [Original]

Anyone else working on a tribute to Toriyama?
I'm shit but here's what I got so far

4 replies omitted. Click Reply to view.
>> No.977531

>>977493
>here's what I got so far
s0vl

>>977500
>cris
no

>> No.977558

>>977494
the people who work on childrens cartoons own houses and teslas and the people who work on adult cartoons are broke social outcasts

>> No.977625
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977625

>>977531
please find attached one moomin for the kind human

>> No.977743
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977743

>>977493
nice bro im working on quite a similar scene

>> No.977813
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977813

>>977493
ive been trying to learn pov-ray



File: 153 KB, 2048x1022, phantom-fx-tippet-studio-2048x1022.png [View same] [iqdb] [saucenao] [google]
977488 No.977488 [Reply] [Original]

Poppy pajeets sweatshop bloody fucker bloody bitch do not redeem aquire legendary VFX Studio:
https://www.animationxpress.com/vfx/phantomfx-secures-majority-stake-in-oscar-winning-tippett-studio/

The race to the bottom is e/accelerating.

>> No.977502

Secure who into what, Cris?



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977429 No.977429[DELETED]  [Reply] [Original]

What may have seemed like ramblings at the time were in fact bold truths about the future (now the present) of our industry. We were all fools for doubting him. The question is....what comes next for us?

9 replies omitted. Click Reply to view.
>> No.977440
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977440

>>977439
I rest my case.

>> No.977442

>>977439
Cris post, other than the shit he does, either frogs or cats imgs, the topics are videogame development, anime, low poly shit or AI, this thread was made by him.
>Verification not required.
Ofc

>> No.977443

>>977442
see >>977433

>you're exhibiting cris-like behavior yourself.
>how? Every thread you dont want to engage in you just attempt to threadkill by bringing up cris.

>> No.977445

>>977443
You should be really retarded, we have more than 20 threads made by you, half of them about AI shit.

>> No.977447

>>977445
huh?



File: 2.53 MB, 1500x882, 3 hobbit hole 11 03 2024.png [View same] [iqdb] [saucenao] [google]
977313 No.977313 [Reply] [Original]

/wip/ - Works In Progress - Impostor Collage Anon Edition

Hey degenerates OP here, I made this here collage to honor the OG. All hail collage-kun, he's the best of us.
Anyway post your work-in-progress projects, recently finished projects, or things you'd like critiqued here.

Previous thread: >>972982

List of free resources: https://pastebin.com/cZLVnNtB (embed)
/3/ Discord: https://discord.gg/gbYCEBPuK2

68 replies omitted. Click Reply to view.
>> No.978118

>>978116
He's a crude dude with a rude tude who doesn't follow the rules except his personal code which he threw away that day they betrayed him and now he has to find out what it takes to go all the way.

>> No.978119

>>978117
your advice is sound and also made me notice the blatant fucking ngons around her tummy. why am i a retard. thanks anon

>> No.978121
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978121

I managed to rig retopo and rig a goblin girl.

I'm learning.

Anyone have any resources on curve hair? I want to try that next.

>> No.978126
File: 282 KB, 908x552, goblinhair.png [View same] [iqdb] [saucenao] [google]
978126

>>978121

>> No.978127

>>978126
fun ideas, the goal is to make a "kit" for 3d printing so I'll need to do probably 10 or so different hair styles



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977292 No.977292 [Reply] [Original]

Thoughts?
https://www.openimagedenoise.org/?linkId=100000247063791

https://www.youtube.com/watch?v=tsyQqMG6nX0

Considering throwing one of these into a shitbox and seeing how well it does for a low profile cleanup station

3 replies omitted. Click Reply to view.
>> No.977303

>>977302
You ok?

>> No.977304

>>977303
Yes. What am I doing wrong?

>> No.977305

>>977304
Currently? Existing

>> No.977306

>>977305
Whether I exist or not, GPUs are still garbage which was designed to mine bitcoins, not to do graphics or anything useful.

>> No.977307

>>977306
ok gramps



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977226 No.977226 [Reply] [Original]

Don't know if it's because I cracked it or because of Advanced Skeleton or because of some weird shit I did

When I change the value of a control in the channel box, it moves the connected joints correctly. But moving the same control in the viewport doesn't do anything.
Why is that?

4 replies omitted. Click Reply to view.
>> No.977455

Might be stupid to say, but I'm guessing you already tried restarting the program? Whenever Maya does some nonsensical bullshit like that I usually just have to re-open the file.

>> No.977456

If you cant afford Maya, upgrade to Blender. Its free for any use including commercial use at any scale.

>> No.977457

>>977226
Did you try to rebind it because it looks like you forgot to rebind it.

>> No.977667

It was a tool options all this time. Preserve children was enabled... Sorry.

>> No.977684

>>977667
Fuck, if I remembered that option messing up one of my rigs. I could have helped you with that if I remembered it. Came across it a while ago.