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File: dzdz.png (923 KB, 999x579)
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Hello 3DCG, i'd appreciate some help learning about 3D, specifically animation. i don't know much yet, but i'm trying to learn and i had 2 questions. thank you

there was this app I remember which converted footage into 3D rendered environments. i'm not looking for quality or anything professional, i just want to quickly convert images into these low poly, weird 3D like pic rel

pic came from this video:
https://www.youtube.com/watch?v=evOpfRkZjDM
check it out, it has that distorted, low quality, low polygon look i'm trying to recreate. and if i'm not mistaken they used that app. any recommendations are welcome

i'd also like to know which programs experts here recommend to beginners getting into 3D, specifically animation. i read the sticky and it seems to be more oriented towards modeling. so as a beginner looking primarily to composite scenes, import low poly models, some light character animation & do some basic camera work, which program would you recommend? maybe some underground, lesser known, older programs that you see people rarely mention? i'm open to anything, i played around with Bryce 3D and it's pretty incredible

thank you!
>>
>>982063
make a few pics from different yet close camera angles and pretty much most 3d software will turn it into a cgi scene
>how
idk, but it is there, so learn it
>>
the video you've linked is the result of bad photogrammetry - there are a bunch of different applications out there that perform similarly
if you don't give too much of a fuck and are diy (you seem like the type), you should look at phone apps that will get you results like that straight from your phone - again, the word you're looking for is photogrammetry - usually people try for high quality results, but if your settings are low you'll get results like the ones you want

you should just use blender as your dcc for now (it won't do the photogrammetry, you'll need to do that somewhere else and import the files in), you can get results like your vid pretty easily. plenty of resources out there. you might be tempted to learn some hipster shit and yeah that's fun, but you won't go far in /3/ without solid foundations. do the boring normie stuff first.
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>>982065
"photogrammetry" that's extremely useful in my search, thank you!
>>
>>982077
Photogr

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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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>>982340
>The underlying left and right glutes are separate and attached to their corresponding side on the left and right pelvis.
Should have just said that earlier.
Still looks gross though. Butts are supposed to have cracks, because the two glutes touch in the middle. But that's just 1 issue among many. Look man, you're making man-made horrors beyond comprehension. So I don't know why you're acting coy about it. Just own it. You have this lab grown lump of flesh, which may one day amount to a pretty good body mass simulation. It already shows a lot of promise. But right now, its form is nightmarish.
>>
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how do we feel about a double outline.
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>>982471
I think when it works, it works. In your case, I don't really think it does. I'm not really sure what it's adding to the model except making the outline more visible. Maybe if it was a solid black outline, plus a white outline that moved like a scribble, then it could be interesting.
>>
>>982476
>>982476
>>982476
Threw nead
>>
>>981567
There are multiple ways to go about it (curves being one) but I would get the shape of the inner frame blocked out with planes, make the curvature look good, then solidify them outwards. Then you can add bevels and stuff between the solidified edges without worrying about the shape.

What projects have you been working on lately?

Unreal Engine 5.1 new features video:
https://www.youtube.com/watch?v=FUGqzE6Je5c

Building Unreal Engine from source:
https://docs.unrealengine.com/5.1/en-US/downloading-unreal-engine-source-code/
https://docs.unrealengine.com/5.1/en-US/building-unreal-engine-from-source/
https://github.com/NvRTX/UnrealEngine/

Learn Unreal Engine:
https://dev.epicgames.com/community/learning?application=unreal_engine

FAQ:


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>>981424
I like that they're going for making external DCCs such as Maya, 3DS and Blender completely irrelevant. I think that's the right move.
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>>981424
>those motion design tools

holy fak that shit is nice
>>
>>981462
Personally I only care about the performance improvement and holy fuck the outliner change and the renaming tool FINALLY
at my job we had to create a fucking tool to batch rename actor, can't believe this wasn't already in ue
the outliner has always been a mess, glad it's getting some update
same for the shader graph
now we can scale the UI, fucking finally
>>
Can anyone recommend a course/tut for UE for non-game (VFX/full 3d anims) uses?
>>
Any virtual production course for Unreal for total beginner (not in UE, in virtual production).

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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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>>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.
>>
>>981769
>12yos should have 0 access to the internet.
They really shouldn't though.
>>
>>979823
this is exactly what happened to the internet circa 2007, when the retard masses got access to the internet

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https://www.artstation.com/artwork/QXZKwZ
What's your excuse for not doing it in blender? You gonna call his work shit, too?
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>>977498
I don't care about 3D , most of the money I make is translations and coding old shit that no one bothers to solve or maintain, 3D is like 5% of my revenue
>>
>>977508
this
blender is the new sfm
these renders are the new sfm kitbash posters
>>
>>979150
and that's a good thing
>>
>>977498
I am, but i'm struggling just to make a doughnut
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>>977498
I'm not patient with my renders

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But I can use Blender somewhat, so I just make models from schematics
I was also thinking of remaking art by actually creative and artistic people in 3D, or replicating video game scenes.
Anyone else like this?
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>>976922
Replicating things that already exist (from reference) is extremely common and has been for thousands of years. Everyone does it and you should too. Make shit that you enjoy or enjoy the process of making.

If you want to be more creative try stepping out of your comfort zone more. Experiment and remix when making things. You will fuck up, but think critically about it and you can learn. If depression is getting in the way get some exercise and sunlight.
>>
>>976922
your modelling talent is required to preserve old art. starts making 3D models of those cultures that are unexposed that aren't Western or Eastern.
>>
>>976922
I'm in the same boat over here with my aphantasia. For creative outlet I just love modifying things, since I can see shortcomings or missing pieces, but not create anything from scratch.
On the other hand, if you WANT to create things without imagination,unironically use Dall-E 3 to generate shit (there is an outpour of threads on /v/ for AI generation currently, if you don't have any idea how to prompt). It will create the rough outline of an item/character/place, provide some details and you can make the thing take shape in 3D software (something I considered once I saw some outputs of mine and thought the contents were a cool idea).
>>
>>976922
See what art you like and make your own referencing the original, but not copying it. To be creative, you have to be ''random'' (Just like a child looking at the clouds and see a king doing backflip with a mage's skateboard).

If you do models, take inspirations from the media that you like, maybe even mash with other things.

>>977143
This shit only works with people with schizophrenia and I am not joking. Even more so the part of drugs. When you have a job to do, you have to force yourself to do art. Not all people are the same and can hear the squirrels dancing with a cat in the tree
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>>976922
>Anyone else like this?
There's this nigga on /3/ who wants to create a Berserk adaptation in LoL Arcane artstyle.
Doesn't matter what you do, just stay consistent.

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So....that big AI image or video to 3d mesh never materialized, did it? Its mid april. We should all be free of modelling by now. All this big AI talk, but nothing delivered. No image to model, no video to model, no ai texure, no ai uv, and github copilot stinks on ice.
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>>
There's this project that applies the ideas of noise/diffusion based image generation, like stable diffusion and combines it with gaussian splatting.

The results are pretty good for what is essentially first gen. It even has browser based demo. https://gsgen3d.github.io/ if you can use this to generate a mesh, you could then use another program to retopo, and use image based ai to generate extra maps, or change texture styles.

It wouldn't surprise me if some dev starts using this kind of workflow for background assets in the next 5 or so years. Especially with nanite allowing unnecessary details.

Things like the fruits in a fruit stand in the next elder scrolls game, which is probably still run a gamebryo derivative...
>>
AI will temporarily die the moment someone wins a trademark case. AI will have to be retrained with data that is not trademarked eventually
>>
>>981250
Not a single strike won because AI training on copyrighted data is legal and will remain legal. And what do you do when AI is trained on AI that is trained on copyrighted data? This shit should have sorted out in 2022 and the fact that it didnt fudge even an inch is sign that it will remain that way forever.
>>
>>981894
>And what do you do when AI is trained on AI that is trained on copyrighted data?
ChatGPT and other AI networks already degraded because it's a cycle of shit, this doesn't work.
>>
>>981895
>>981894
>>981250
Honestly, "AI" (if you really can even remotely call it that) has peaked. There won't be any significant "game-changer" improvements in any capacity for a long time. Fundamentally, AI research the way it is now is pretty flawed and there's always going to be an upper limit of what's capable. Which we're pretty close to reaching. As they are now, all the computing power in the world won't make them smarter or more robust, just train them faster. Even training has diminishing returns, since training something too much ends up making it shit.

AI is going to be stuck in "toyland" for a good while. Don't get me wrong, it's useful as it is, and there's certain applications that are really cool, but it'll never become a "real boy" like Pinocchio. The AI shit that seems like straight up magic won't happen for a really really long time. We'd need a significant breakthrough in computing and creating neural nets for something like that. Like we'd need a literal cyberbrain first.

So yeah, in a sense "AI" is already dead. Or rather it hasn't even begun yet. What we have now is just a pale imitation of it by techbros. Neat and useful? Absolutely. But we're a long way off from something that'd really change the game enough to actually warrant fundamental policy change. Policy makers will probably do shit because they're old retards that don't know how tech works, but it's not really worth it at this stage. Image/video generation aren't something that'll shake the world to its core.

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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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>>981871
I have zero issue?

I opened the clean .blend exported just the base mesh with the stuff with bones and armature and re-imported it.
>>
>>981872
if you mean the bone length that doesn't mean anything.

FBX doesn't keep the length of the bones, so blender just guesses the size you can click the armature, go to edit mode hit A to select all then S to scale, then G to move it, then go back to object mode Ctrl + A Apply All Transforms.

You really need to work on communicating your issues.

as when you say the bones are moving that could be anything.
>>
>>981872
>>981874

Finally you don't need to export out of blender until your done editing? why would you export if you haven't finished?
>>
>>981875
or you can just export just the mesh and just parent it to the armature that's already there if you prefer the look of it its a hassle tho

https://www.youtube.com/watch?v=bR_Vke__voU
>>
>>981887
>>981476

https://streamable.com/xxtww5

This vid will burn after 2 days.

But shows you a quick way to export and re-import the mesh and then re-use the armature that's in the base blend.

But I think your been a Grade SS+ Autistic as you don't have any reason to export out and back into blender.

Past this video I'm done here.

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Why does his VFX feel so cheap, lads?

https://www.youtube.com/watch?v=W_8fPy2V2mQ
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>>979496
>using blender
>>
>>979539
>Two more weeks bro!
>>
>>979496
>dude couldn't even be assed to take his fucking glasses off so they're just clipping underneath his "cybernetics"
Fuckin lazy.
>>
>>979496
bottom of the beard is just photoshop clip tooled out. At the chin area you can see he tried to keep some of the feathering in the beard but the left side is just completely smooth lol looks like a bad edit that's why.
>>
>>979496
Because this is rushed and done poorly by a gay Yootoober CG grifter/imposter/indiefag and not a genuine industry graphics team.

Shocking, I know.

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Why do we have to go through a pointless process as westerners while nips get a freepass?
>>
they just 3d paint their textures and the uv can be any crazy nonsense as long as it's optimized.
>>
>>979708
You're most likely looking at a ripped model that some poor soul had to piece together themselves after ripping it.
>>
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>>979708
japs often use anime cartoon shading
the texture is essentially just an atlas
with various color gradients and some small details
but there are examples of them doing outstanding UVs e.g. FF XII
>>
>>979708
Because it doesn't fucking matter if you actually put soul into it and not just revert to kike PBR slop

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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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Physics has nothing to do with graphics. What did you expect?
>>
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>>981777
HOLY CHECKED!

CAPTCHA GAYX
>>
>>981819
Look mommy, I'm in the screenshot!
>>
SAME! But instead of physics, it just viewport playback. That uses exclusively processor to track objects (Makes sense when you take in consideration the processing tree)
>>
>>981764
>>981803
Is this a shitpost thread? The GPU has its own processors you can just make it compute with the GPU

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This is from Lethal Company. Whenever you're modelling/texturing/rigging/whatever and get hung up on stupid shit that nobody cares about, take a step back and remember that this game made $100m
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>>979848
average unity user.
>>
>>979848
https://www.youtube.com/watch?v=V5PX0FM5JWk
>>
>>976882
by looking at flawed models that made money
>>
>>976879
There isn't a point. Whoever made this model didn't give a shit about topology because it's not important. The game is all about a spooky atmosphere and online party gimmicks. There's no point spending a ton of time making the models look good when nobody playing the game gives a shit about it.
>>
>>979844
S
>>979845
O
>>979846
V
>>979847
L

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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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>>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.
>>
>>981381

geonodes was created as an excuse so that blenderfags and devs can say that it has """"parametric modeling"""" capabilities. you just have to DIY all the presets imaginable to do the most basic shit parametrically.

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>tfw renderman 26 never actually comes out
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>>979442
It never will.
Cris has more chance to make a good videogame
>>
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>Using pixarslop
cringe
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>>979484
Chad? Based.

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I'm trying to make an animation in Lego style based on the work of Dagon by writer H. P. Lovecraft.
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Sorry but I couldn't see anything. Now that I can see and that you're telling me that you want to make a LEGO style animation, my thoughts are: Yeah, you could do that.
>>
kino
>>
some things moves at a slow choppy stop-motion frame rate, and other things move it a smooth real-time way.
And sound effects are a person imitating the sound with their voice.
>>
looks cool


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