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Previous: >>968906Daz youtuber's and general guides:https://www.daz3d.com/help/help-daz-3d-video-tutorialsWpguruParmyTravis Davids (Marvelous designer)ThundorndCgByteshttps://www.laylo3d.com/https://thinkdrawart.com/Kelvin JinBridges: https://www.daz3d.com/daz-bridgesSuggested Blender Bridge: http://diffeomorphic.blogspot.com/Comment too long. Click here to view the full text.
>>981784I like how it's bad enough to net get sued.Just the right amount of mediocre.
>>981796yeah, its my custom >>981799yep
>>981713>>981753would it kill you to use the post denoiser? all you need is 10 frames at the end.
Why is DAZ considered bad for doing animations?
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.
>>981024It's like one big puzzle coming together.
>>966562
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.
>>981915That 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.
Previous thread: >>973562
How do I get this layout? I know how to make the 4 viewports but how does he get the ui all clean like that. I can almost get there but not quite, still a few buttons for me.
>>981902I swear I attached this, I blame moot
>>981902>>981903also is there a way to onion skin or like lock a frame in a certain window or things like that?
I want to bring a character from maya into blender. obviously I can't bring the rig over and will have to re rig it, but is there anything else I need to do in either program to prevent shenanigans?
>>981912Why can't you bring the rig over? I've seen people use Maya rigs in Blender.
Which VR device has the most accurate/precise controller tracking for modeling in VR?
why are you fucking doing this
>>981665What you should be asking instead is why the jannies of this board let Cris do this.
Another blog post of a guy hoping to make it.for reference i never complete any projects cause I'm lazy and I lack discipline, also because I have a day job.Let's see if I can finish this time, goal is to finish a base mesh with game res and textures, as well as eyes and hair cards.Also, please feel free to destroy me, I value your opinions.
>>973420wtc reference pics like this? any particular repository or search terms? don't have to be Asian. just decent ref
>>980997check /ic/ they post them on the artbook threads.
>>981075gratzi
got rid of the redness below the breasts, all things given I think I came pretty close to the intended body shape.
>>981095Very nice
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.
>>981710>>981711or you could just do sdf booleans and never have to render a pass and maintain more control over the geo with less frictionthanks for the essays and the 1980's techniques though
>>981778VFX just means you do it as compositing in a videoediting software. You render out your mesh and a depth pass and inside your video editing software you'd set up layers to blend it all together to make a transition between your CGI and your other layer using your Z-depth.I work real-time stuff so I haven't touch any videoeditor in years but 'adobe premiere' and 'after effects' was what I used back in the day and it was really easy to just jump in and use those as it's basically a photoshop for videos and I already knew my way around photoshop inside out. There's probably better suites available, all the VFX tryhards used different software back then too but I can't recall their name.
>>981685>>981699How's that discerning eye of yours now you sad fuck?
>>981818pretty good, man; feels great to be better than everyone else. how you doing?
>>981610Is this even particles and not a plane intersecting with a special shader?
/wip/ - Works In Progress - "We're going back to our roots" EditionPost your work-in-progress projects, recently finished projects, or things you'd like critiqued here.Previous thread: >>977313List of free resources: https://pastebin.com/cZLVnNtB (embed) (embed)/3/ Discord: https://discord.gg/gbYCEBPuK2
>>981890Alcohol
I'm still learning how to manuever the iTaSC solver. I'm trying to do an uncommon walk cycle. I'm also not very motivated today but maybe I'll make it work eventually.
>>981890this >>981899 is not >>981638
Successfully reverse engineered an eye rig. Want to make a mouth rig using similar techniques, but a little more expressive. Still needs textures.
>>981907Good job including movement in the eye lids when the iris moves
We have this over in /ic. I'd like to see anons portfolios and works. Post your socials.
>>981757Reminder that I'm a hobbyist and I will post my work if I fucking feel like it.
>>981605artstation.com/stvarnov
>>981820Just when I thought you couldn't get more based
>>981884Oh no don't get me wrong it's just group of lawyers and surveillance enthusiasts that profile, detect and denounce acts of vandalism by leftards. Wéve also dismantled a couple of groups just by using their 'hate speech' jargain against them.
>>981908jargon
Previous >>959310Discuss and post anime styles in 3d. From figurines to celshaded models, etc.
>>981838What's this supposed to be a tutorial for? I don't really understand what the result is supposed to be?
>>981852cloth fold
>>981835To do this. I made a nurbs circle and placed it about where I wanted the ponytail to come out, duplicated it and used maya's "live surface" to move the CVs of the circle onto the scalp in the irregular shape it needed to be.Then I lofted between the 2 curves, and extracted another loop out of the middle of the surface. I adjusted the CVs of that middle loop to be in a better spot, then lofted another surface on all 3 loops and did the same thing 1 more time.
>>981900alternatively I've offset a sphere I sculpted to intersect with the head where I wanted and did a boolean subtraction.
I am now much stronger, and now have mastered AI as well as 3D and 2D.
>>981738If 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
>>981692i coom
more progress.
https://www.youtube.com/watch?v=p7uThh6mrRoTransition made.
Do they take a special computer graphics course in Japanese only? Why do we westerners have to be content with a subpar anatomy tutorial with ugly bodies?My answer: Topology over anything else. After extracting 3d models from multiple japanese games myself, they were simply made by hobbyists with no background at modeling. It's the information they had available at Japan which is something I need to obtain.
just hit the retopo button in zbrush a bunch of times you fucking monogloids it's not even an arform>RETOPO>RETOPO>RETOPOoooo I did it I'm yellow now I'm a little japanese man I'm a SAVANT i'm a genus. eat my shit trump 2024
>>980142Are you ok anon? You seem in distress
>>980142Do it with this model: https://3d.si.edu/object/3d/1903-wright-flyer%3Ad8c62e5e-4ebc-11ea-b77f-2e728ce88125I know you can’t because the scanner messed it up and become impossible to use it.
>>979843same way they mastered pixel art:by being a country of obsessed pedos
>>979843It's all in the texture
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.
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
>>981250Not 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>>981250Honestly, "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.
Creating garment assets for game environments.Seems it's a bit niche? Pivoting from a Rhino + SolidWorks / Blender (to render) background. What should I know? Do you have tutorial/ resource recommendations? **yes i have checked the intro guide**
program is simple. you can learn 100% of it in a few days.pattern cutting, depending on what you want to do, is not. you can learn 30% of it in a 3 year university degree.
Does it make more sense to texture in CLO or bring it to blender and texture it there?
>>981883No. Marvelous has a view to layout uvs, just do that, export and texture wherever you normally do. Marvelous will export stitching at geometry iirc. You're better off building that into the textures with something like substance painter (or redo the stich geo procedurally in Houdini or geo nodes if you need autistic levels of detail)
blender idiot hereI'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.
>>981871I have zero issue?I opened the clean .blend exported just the base mesh with the stuff with bones and armature and re-imported it.
>>981872if 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>>981874Finally you don't need to export out of blender until your done editing? why would you export if you haven't finished?
>>981875or 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 thohttps://www.youtube.com/watch?v=bR_Vke__voU
>>981887>>981476https://streamable.com/xxtww5This 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.