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how would i bake these shine so instead of it being dynamic it would be a static image texture that i could then scale down
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You'd be baking the light, not the roughness.
Roughness defines how the material responds to the light, so it's always a dynamic property. What it sounds like you want to do is bake the reflections and the specular highlights etc into an image, and for that you need to bake the lighting.
Create a new image in the image editor, then open the shader editor, open an image texture node with the image you just made. Don't connect it to anything, just select it. Go into your render tab, set it up how you like, then scroll down to bake, choose combined, active camera, then hit bake.
The image you selected should now have the lighting baked into it. Save it and do whatever you want with it.
Oh and your object needs to be unwrapped btw.
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>>983230
aah thank you!

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So I am only a day old diving into Blender after 3 years of trying 3DS Max with no progress which is more of a skill issue on my end.

I am specifically wanting to model cars. I have something started but am not too happy with the outcome of the doors. I am starting with blueprints but still getting to grips with pretty much everything else.

What tips can you give an absolute noob when it comes to modelling?
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it's over
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subsurf is difficult because the necessary loops in some parts of the model will break/tighten the geometry elsewhere in the model
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>>983188
You isolate curvature by having supporting loops that stabilize what's on one side of them, the bended interpolation as you curve sub-d surfaces only happens one section beyond what you're manipulating, think of it that way.
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>>983189
idk what you mean. here the necessary loops to make the hood(white) will cause a crease (black) in the sides. this is only one example, but there are many more situations where this type of additional geometry starts to produce creases/tightening somewhere else...
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>>983190
make a simple object and model some curvature in there, move the verts around and try to crease and relax one corner and observe what topology moves and what doesn't. Sub-D isn't difficult to understand once it clicks in your head how the interpolation work/behave.

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Tbh I used to do it a lot when I was younger, but I been losing hope, and wondered why you guys do in the first place?

I always worried that my work would end up as porn.
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Futo...
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>>982647
I animate so that I can see my video games bitches ride big fat dicks.
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>>982647
I have a story to tell
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Pretty sure we have an innate desire to see pictures move. isnt there cave paintings that were drawn in such a way to indicate movement? it's in our blood. dont know why but it is
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>>982690
thats why you get artfriends to share your shit with anon.
You weren't sharing porn with your friends back then?

Do you have any "weird" tricks that you've discovered that help you sculpt better?

>If I need to closely copy a reference I listen to power metal and pretend I'm a fighter plane in WW2 that's flying around the 3d model and tearing it apart with my guns with the goal being to sculpt it into the shape that I'm trying to make.

Helps get you immersed in what you're doing if you see it as a game
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/3/ doesn't understand because /3/ is full of technicians, not artists.
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>>981077
I stop fapping for a week in order to sharpen my coomer instinct and make my sculpts better.
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>>981324
This, I can sculpt up to 8 hours an armpit
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>>981077
Sculpting is a bitch
watch a course or a bunch of courses and even then it's still a bitch
picrel is the last time I sculpt
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>>981077
not really a "weird trick" but manual retopology for sculpting.
this way i can sculpt out the rough shape without having to worry too much about nice surfaces. then i can retopologize to get a nice smooth surface, and after that sculpt additional details and/or project details from the rough mesh.
i normally struggle with the final refinement stages of sculpting, but with this method i can get a pretty nice result without hours of polishing lumpy surfaces.

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Deleting the default cube in Blender is bad practice.
You're supposed to drag it out of view.

Of course the total hack hiding under the moniker "Blender Guru" (or as I like to call him "The Doughnut Grifter") teaches you to erase it.
I hate him so much.
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>>982618
I get satisfaction by raising it up a little, so its bottom is flush with the ground.
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>I just saved an empty startup file that has my UI and settings exactly how I like them
>normalfriends waste dozens of hours deleting the same fucking cube every new file
Truly subhuman.
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In a way you're supposed to use it.
Well that is if blenders main workflow of boxmodelling directly into the intended base topology and using multires with sculpting and use that to export LODs did work as intended.
Blender devs shill it from time to time omitting the fact that it's completely broken and there's no way to directly edit the multires data.
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>>982621
I must admit I also like to do this
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bump

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I made this donut to celebrate me using blender for 8 years, hurah
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>>981709
?
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>>971994
yes, don't waste your time
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>>965344
how did you do the 'glitter' effect?
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bump
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bump

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>Koreans start getting into mainstream media
>All their models look like high quality DAZ renders
Explain this, I can't be the only one who notices.
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>>982885
Knew a guy who acted just like you making up his own head canon and arguing against weird positions other didn't even hold.
He got that way after suffering head trauma getting hit by a stray baseball bat that slipped out the grip of a kid who swung while wearing knitted gloves (true story).

Dude became a lonely alcoholic later in life because few could stand him for any duration.
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>>982888
I knew a guy like you too, he used to make this weird comic with his Oc called Sonichu, he ended up just like you (also a true story)
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>>982873
>Calls anons pedobears for liking adult asian women.
>Gets called a literal mother fucker
>Can't you see how damaged that line of thinking is?
Lol, go fuck yourself, or your mum.
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>>979819
Many Koreans use presets models and just fix them up.
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>>982909
A lot of people do that, mostly in porn.
I've got a lot of commissions for heads of characters, and then I see them attached to daz bodies. I have never seen a Korean game company using any daz model. Maybe a solo developer?

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Welcome to our thread dedicated to honing your topology skills in 3D art! Whether you're a seasoned artist or just starting out, mastering topology is crucial for creating clean and efficient 3D models. In this thread, we'll share and discuss various exercises aimed at improving your understanding and application of topology.
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I like how sloppy these wipers look. It just werks and motionblur takes care of everything
>>
I'm working on a gun, and the grip part has some curves obviously. Using subdivision modelling. The problem I'm having is that I like to keep things as low poly as possible to keep them manageable, but I just can't realistically tie in the details I need with a low poly version of parts of it.
Would it be bad practice to model the general shape low poly, apply 1 sibdivision to get the nicely smoothed slightly higher poly version, and then tie the smaller details into that? It feels hacky, but I'm not going to be able to hand-place every single one of the vertices just right as compared to the subd.
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>>981915
That is pretty common workflow. Rough out a shape in sub-D collapse/flatten the stack down to that level and then optimize the sub-d generated mesh to fit your target needs by modifying deleting loops etc.

There's nothing hacky about it, any method you can think of to generate the polygons you need is valid if the end result is something useful that matches your target specs.
>>
>a good thread on 4chan
Now I can tell people that I already saw everything.
>>
>>983054
thanks anon

Is learning blender a waste of time if I'm serious about learning animation?
I just want to animate anime girls with bouncy boobies fighting with weapons and magic like RWBY.
I've seen people say that Maya is better for animation than blender but I've not seen people actually explain what makes it better specifically. Is it the UI or something? I only have experience in Blender and cinema 4d. I prefer animating in blender over C4D. Right now I'm not doing shit professionally but I don't want to waste time learning Blender if I'm just going to have to learn Maya later. I'm not getting any younger over here.

I've taken a 3d animation and modeling course at college just for an art minor. I plan on taking animation again but learning Maya instead of cinema 4d. Would it be better to just fuck around in blender making meme shit until this fall or should I just dive into Maya?
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>>982263
Maya if you want to get a job
>>
animation is animation, software is less than 1% of the actual work. Blender is free, so that's good enough for me. I have used maya too and personally I like it but this shit isn't my job and at the end of the day I prefer blender's ui and ease of use over maya. mostly I just know blenders shortcuts better.

studios use maya because they have always used maya. if they could seamlessly move to blender and save a buck without disrupting the pipeline, they would. but it would unironically cost more time and money to transition to blender than it would to simply maintain the status quo. so yeah, if you want a job go with maya. blender will always be there for you if you want to play with bouncy anime tiddies though, there is no rule against using both programs.
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>>982263
Ask yourself why Blender is a meme on /3/
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>>982263
It's 2024 already my nigga, blender died with covid and Dark Cris.
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>>982263
yes, next question
>for anime girls
you can use anything you want, try anything available,blendet, source filmmaker, pirate shit, THE ONLY REASON YOU USE A TOOL IS BECAUSE MAKES YOUR LIFE EASIER, THAT IS ABOUT IT

YOU DON'T HAVE TO BE AUSTITIC OR BRAINROTTED ABOUT WHAT SOFTWARE YOU USE, AT THE END OF THE DAY RESULTS ARE WHAT MATTER AND TIME MATTERS TO, SPEED IS THE NAME OF THE GAME BABY

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Did anyone know what happens to @BeanBeanis
All platform had been deleted
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>>982176
>>982179
>>982224
Pixiv nuked most 3DCG artists on it platform because of credit card companies disapproving of porn.
Beanis still had a deviantart, but it was abandoned after they started using pixiv.
>>
Oh, seems their DA account was deactivated too. Hmm, they must have quit after pixiv kicked removed 3DCG artists. A pity, I loved beanis' etnas.
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>>982734
really hope anyone know what happen to him
>>
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>>982599
luckily I downloaded a couple of early versions of their Flonne and Etna models that they shared on their pixiv
I made this render :)
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>>983024
fugg

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Does starting with digital sculpting ingrain the same bad artistic habits and mediocrity that happens to people who start painting digitally instead of traditionally?

It seems like the same thing where the technology allows lower skill people to seem better than they really are while simultaneously screwing over the higher end. I think trained traditional sculptors think about sculpting in a way that is higher skill than some guy who is trained in digital sculpting by some low tier industry hack and has never touched a piece of clay
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>>983013
Retarded nigger I sculpt both traditionally and digitally on a daily basis they are nothing alike and have very little in common please stop shitting out low iq plebian takes and delete this thread
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>>983014
They're nothing alike if you suck. A skilled traditional sculptor can make the transition to making high skill art (better than the stuff most industry zbrush hacks could make) in months. Once past the learning curve, it's just an incredibly easy version of real sculpting. Take a zbrush monkey and give them some clay and they can't even make a symmetrical blocked in head, it's substantially worse than what they do digitally
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>>983014
delete yourself

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Why did you guys choose 3D over drawing? Is it because drawing it's too difficult?

I've been thinking if I like drawing or 3D more and what to invest more time on, because with 2D you can also animate
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>>982962
use a measure tool
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>>982952
Perspective and line work/brush strokes are the only things that you don't really have to worry about when doing 3D instead of 2D
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>>976326

Personally I chose both, not sure why people do one but not the other. Both are quite useful.
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>>976326
>Why did you guys choose 3D over drawing? Is it because drawing it's too difficult?
2d art lacks objectivity, making it harder. There is no "correct" way to get a good result.
3d has objective parameters that can me precisely measured that give me a non-subjective good result.
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>>976326
the technology was/is already looking rather good, and one day I dreamed of the idea that I would be able to acquire equipment good enough to have an entire VR or AR place /space/ virtual space where everything I created would be visible to me.
That was all the motivation I needed, still, I ended up getting better at drawing since i also decided to learn texture painting.

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Is it now time to admit that Blender has "won", /3/?
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And I'm also saying that it must be true that men must have their real brain into their genitals because the jannies are fucking retarded.
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>>982960

Hey there! I saw your post about 3D rendering and thought I’d chime in. 3D rendering is such a fascinating field because it blends art and technology to create stunning visuals. Whether you’re aiming for photorealistic results or going for a more stylized approach like cel shading, the possibilities are endless.

One thing I find particularly interesting is the way rendering techniques continue to evolve. From real-time rendering in games and simulations to the more methodical approach of ray tracing for film, each method has its own set of challenges and advantages. It’s all about finding the right tool for the job and pushing the boundaries of what’s possible.

What’s your take on the future of 3D rendering? Do you think we’ll see more AI integration or perhaps new methods that we haven’t even imagined yet?
>>
>>982961
>cel shading
* incel shading
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>>982960
I reflect your curses back at you Cris because although you were born with significant mental limitations, that doesn't give you the right to harass everybody else.

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Could AI make rigging obsolete? I'm tweaking right now and obsessed with this idea of creating an alternative animation system that doesn't require rigging. Basically you would just have your sculped or retopo'd character, click a button, and IK/FK handles for animation would appear. But instead of bones and weight painting, which are essentially just constraints, the animation is purely done by deforming the mesh. kind of like fluid animations or blend shapes on steroids. the AI would then automatically constrain the deformation like weight painting would on a rigged character. I understand that this would result in worse performance than rig based animation and also cause problems with UV mapping, but just try to think of the benefits and how things could be 10 years from now. Pic related, my first attempt.
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I partially agree, in fact I'm trying to do something non-erotic that exemplifies the co
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cool for hobbyists for quick generic characters but professional rigs are so complex and usually tailored exactly for individual animators needs that I doubt we will ever see an AI rigging tool. it's one of the safest areas of 3D to work in
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>>982927
You should not concern yourself with that because no professional is ever going to let you touch his animation rig.
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>>982930
Anon I understand it pains you to think about this but there are actual talented successful people who work in the industry on this board. Stop coping
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>>982944
That's funny.

https://www.humblebundle.com/software/blender-core-skillsthe-ultimate-blender-basics-bundle-software?hmb_source=&hmb_medium=product_tile&hmb_campaign=mosaic_section_1_layout_index_1_layout_type_threes_tile_index_3_c_blendercoreskillstheultimateblenderbasicsbundle_softwarebundle&_gl=1*1cppw2r*_up*MQ..&gclid=Cj0KCQjwir2xBhC_ARIsAMTXk874QLYeYufoHdsY0sTX5tjDkamOEqxCFzgyQBmTHgVpM81jORkuoWgaAlLuEALw_wcB

Have any of you learned using this series and would you say it's worth the 15 bucks or am I better off just learning on various youtube videos?
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>>982000
I have never learned a single thing from cgcookie in my life.
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>>982000
YouTube is good for the basics and mid-level/hobbyist tutorials, but the quality and availability for tutorials for levels higher than that are relatively scarce. Channels with a good reputation tend to lock high-level stuff behind a paywall, but that isn't to say high-level tutorials don't exist on the site—they would just be from channels that aren't really popular and they don't go crazy with the presentation and whatnot.
>to answer your question directly: the courses in the bundle won't teach you whatever isn't on youtube, but the concepts within them are more throughly demonstrated (e.g., they show every single setting in each texture node). it's only $15 so i'd say go for it
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>>982000
buy a cgpeers account
>>
>>982000
courses are a ponzi scheme now
>>teach people skills that are obsolete thanks to AI and there are no jobs anyway


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