[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Home]
Settings Home
/3/ - 3DCG

Thread archived.
You cannot reply anymore.

if you are an absolute beginner post your experiences and concerns here

this thread is aimed at helping people to get better at 3D
File: 38285382358235.jpg (63 KB, 1356x864)
63 KB
Sculpting is fucking gay and annoying, picked it up recently, the move brush is fucking cancer and half of the time it doesn't pick up what you want and the adding detail-smooth add detail-smooth process is boring and tedious. Can i somehow make this more fun?
File: FN3kSip.jpg (127 KB, 739x673)
127 KB
127 KB JPG
I'm an absolute beginner when it comes to character modeling.

Topology fucks me up. I can look at a thousand guides on edge flow, but I don't know how to build off that. Adding loops or edges in a meaningful way, and keeping a flow going, fucks me up every time.
Post the stuff you're working on? Maybe the problem is that you're trying to focus too much on edge flow, and overlooking something more fundamental.
>Sculpting is fucking gay and annoying
yep i agree, you just need to pickup speed
>Can i somehow make this more fun?
memorize the hotkeys for the brushes and ctrl drag for dynamesh
digital tutors have a good begginer video, pirate it from cgpeers
Yes, it’s annoying, but keep at it until it sticks. Not being able to sculpt to any degree is a major liability in this day and age, even if you’re doing mostly hard-surfaces.

Need an example but you might be trying to model in too much detail right away, start with the bare minimum of edges and any time you find yourself having geo that’s too dense, delete more loops. You don’t add any edges for keeps until you’re basically ready to move on to the next detail phase.
Edge flow is fundamentally very simple, for hard surfaces you have to keep edges flowing continuously across the mesh and around corners, but you have the option of terminating them on a flat face if need be.
For organics your edges have to radiate in loops outwards from any key point of deformation, and may fuse into poles in areas where there is little deformation. You’ll never be able to get away from having poles, so it’s at least best to figure out where they’ll have the least presence.
I want to learn how to make things like smoke/tornados and import them into unity. Where do I start?
unity have a built in particle system, experiment with it
File: capture.png (65 KB, 772x297)
65 KB
are beginner wips allowed here
how is the anatomy so far on the arms?
[spoiler]ignore the proportions it's suppose to be a shota[/spoiler]
its best you use a reference while sculpting. so far its alright but the chest looks a little puffed up for this kind of bodytype
yeah I'm using anatomy for sculptors as well as some google images for reference and trying my best to follow them

anatomy is my weakest point 2bh
File: 1495422720622.jpg (37 KB, 540x405)
37 KB
I am before absolute beginner tier, I am deciding if I want to start doing 3d design.

If anyone could help me out with some questions that would be a huge help.

1) What materials do you need to get started? How expensive is to be a 3d designer in terms of materials and supplies needed?

2) Along with 1, do you need a computer with a very good processor and graphics card? Or that is not really necessary?

3) What would you say is the most fun of doing 3d design, and what is the most tedious or boring about it?

4) How difficult or easy it is to make a living doing this? How good do you have to be to actually get some paid jobs?
1) What the hell is a 3D designer?
You need a computer and the internet.

2) For beginners, it doesn't really matter unless you have some ancient toaster. It matters when you want to render stuff or do heavy scenes or simulations.

3) Most fun: totally depends on what you like, there's lots of aspects to 3D
Most tedious would probably be UV mapping or rigging for most people

4) very difficult unless you are very good
If you can do anything else with your life you should probably do that
Thanks a lot, if anyone else want to comment that'd be great too.

>You need a computer and the internet.
I have seen that there are some digital tablets for 3d design that can get quite expensive.
Anon with a reasonable amount of experience here. I just wanted to let you beginners know that git gud

1) A comfortable mouse and computer chair are important, you're going to be using a lot of them. Multiple monitors can be a great boost to productivity. A Wacom tablet is a crucial tool for certain tasks. (Sculpting, texture painting, weight painting, some people swear by it for animation)

2) No. If you can play vidya on it you can do 3dcg.

3) One of the most commonly beloved tasks is sculpting. It's similar to how people enjoy drawing - bringing a new vision to life on screen. But everyone likes different things. My favorite part is lookdev, lighting and texturing, with animation a close second.

4) These jobs are competitive and highly sought after. Like all competitive jobs, you need to suffer and strive if you want it, and you have to be good. Unlike most jobs, it makes for a great hobby.
a regular everyday computer is enough to do 3D work.
any midrange cpu and gpu will work fine
PC from at least the last 10-15 years, so pretty much anything. More recent hardware is required if you want to do more demanding stuff.
Graphic tablets and such aren't initially important and can be bought later, but can be pricey.
Not if you're just starting out, no. And I don't even recommend investing that much initially if you aren't even sure if you're going to stick with 3D.
I really like animating. Some people absolutely hate it. It depends on who you ask.
Some people may get off to UV mapping. I personally hate it, but again different strokes.
It's a very competitive industry. You have to be very good.
Probably only pursue a career if you try it and it's so fun you couldn't see yourself doing anything else for a living. It's an awesome hobby regardless though, so give it a shot.
I've been having quite some trouble with modeling character hair recently. Can someone provide a tutorial or anything that can help?
I use Blender btw.
File: cap5.png (106 KB, 800x600)
106 KB
106 KB PNG
base is pretty much finished (i was retarded and forgot to base out the foot during my dynamesh phase. but I can add it later during retopo)

opinions and feedback on the overall forms and proportions please
like this?
is it a trap? it has female and male features combined
File: 1500845618388.png (40 KB, 656x773)
40 KB
>is that a trap

I should minimize the pecs looking back at it.
File: filled_with_mayo.jpg (508 KB, 1280x1824)
508 KB
508 KB JPG
Well anon, as a fan of traps as well, I feel compelled to help you, no homo. I can't help you directly with forms or anything like that, since I'm definitely not gay and haven't modeled this sort of thing yet. But after pouring through hundreds, if not thousands of pages of trap literature, I can maybe give you a few pointers:

- Step number one is to do shit by looking at references. Never try to do shit by just eyeballing it, your eyeball will betray you, as it has here. You've basically modeled a dude with a feminine butt and that's not what we want, since dudes are gay and traps are definitely not. If you search for crossdressing at your favorite booru or sadpanda, you will find a treasure trove of references, but the hot one right now to go for is Astolfo.

- A good trap is subtly man waist-up, practically girl waist-down. Your pecs are way too well-defined, your ribcage looks a little large, your abdomen muscles could be more slender and better defined. These hips need to be bigger, you're basically strapping 高○生 hips onto a feminine boy.

- Your tibia is too far back. That shit is supposed to be almost parallel with the femur.

- Your scapula looks fine, but surely that back area parallel with the abdomen could be a bit more slender.

- Block out some hair, even if very basic. It will look weird without hair.

There are more things to work on, but this should be a start. Remember anon, don't try to make a boy, as boys are gay and traps are not. Gambatte.
File: daz-studio-logo-drk.png (341 KB, 3000x690)
341 KB
341 KB PNG
So i've been trying learn shading in Blender. Skin, in particular... I'm using DAZ Studio models with the included image textures (diffuse, normals, specular, and SSS maps) to try and get a feel for it, but the results are shit... Any tips?
use the principled shader, it has everything.

oh and the lightning will impact your renders more than the shading, so don't miss that

this one is better actually
many thanks anon
I will keep looking at various refs and studying

Thanks a lot to everyone who helped me out
File: otaking starwars 2.jpg (42 KB, 600x318)
42 KB
Which of the free 3D programs on the Sticky is the most lightweight?

Been inspired by Otaking for a while now and after seeing a certain video I now want to take a stab at it.

But my laptop's pretty old; at 4GB ram I'm limited to what I can run.
File: untitled.png (3.18 MB, 960x540)
3.18 MB
3.18 MB PNG
Hey guys! Look!
I just finished doing my first scene in Blender!

I'm so proud of myself.
hey that's pretty good !
a little bit of work needed on the lightning but that's negligible. good work
Anyone know of a good place to learn good 3d animation?
Not so much how to mechanically do it, but how to make it look good. MY movements seem so robotic and unlife like.
>Not so much how to mechanically do it, but how to make it look good.
Have you considered reading a book or two about traditional 2d animation? The basics are the same in both mediums.
/ic/ has a general about animation, you could check it out.
Where did you learn Blender? I've just gotten into 3D modelling, but I need to actually learn it first.

There's "Blender Beginner Tutorial Series" by Blender Guru on Youtube:

Check out animationmentor.com
They have decent student showcases on youtube.
plz hlp
I'm trying to build a pipeline for indie game 3D modeling. Already decided on using Blender and Photoshop, but wondering what else I should add, or if I should add anything else. Aiming to make a cartoony/animeish looking game, but with enough attention to detail in both the visuals and the animation to distinguish myself from most of the cheap looking stuff.

Software I'm considering picking up:

Maya LT- Heard the rigging and animation tools are a big upgrade on what's available in Blender, but some say you can get the same kind of tools in the latter with addons.

Houdini Indie- Heard they have some good procedural tools, although programming isn't my strength.

Quixel- I already use Photoshop and this seems to complement it. Not going for PBR though.

Any suggestions?
blender and 3d coat should be fine.
maya's great for rigging and animation. maya LT is not so good.
the lack of the node editor in LT is what kills it. only two animation layers allowed is a fucking joke too.
stick with blender.
File: specs.png (141 KB, 928x740)
141 KB
141 KB PNG
I downloaded blender and it runs like absolute shit. is that the nature of the beast and my computer's just shit? or is there some settings with my computer/blender that I need to fiddle with? my computer's sorta decent, it runs games alright but I mainly use it for music production. got it for a good price, too.
update your drivers
good idea, actually. i'll tell ya how that goes
aw yeah, works like a charm now. thanks for the suggestion, I was ready to give up on learning 3d modelling all-together, hah
Does LT at least have deltaMush + BakeDeformerTool? Rigging & skinning is my least favorite work so I'll take anything that makes it easier or faster.

Or is it not that big of a difference compared to just getting these two?:


Hey I'm just getting back into modelling - lack creativity whats something basic that I should model first?
model a bottle of whiskey, then a sword, then an old key.

in that order

after you are done, an old telephone,scissors and a modern key should be hard and thus improve your modeling skills by alot
Not him, but why those objects and why that order?
difficulty adjustment

for example a bottle is something anyone can model, you can model it either way.
a sword requires you to slide some edges and merge some vertices's, also gives you a lesson in proportions

an old key is nothing special. but it should teach you model shapes without being completely reliant on background images, should also bridge some loops and maybe use subd

for the others, its a mixture of modifiers and all of the above
File: images.jpg (17 KB, 384x384)
17 KB
I am rendering a house and I need some secondary objects like plants and rocks to make the scene more realistic, know this take hours to make and are very expensive, $397 https://blendermarket.com/products/the-rock-essentials, are there any open source pages where one can get models objects for rhinoceros?
unity store should have free nature assets
does anyone have a shoulder tutorial or example

whenever I try and start I take a look at the shoulder and crumble as I think about how I should model it

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.