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https://twitter.com/chiba_akihito/status/746288419660128257

This guy is fucking batshit. How the fuck do you achieve this level of mesh manipulation?

These japs are levels ahead in CG.
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>>614640
If only I know how to read/write other languages. theres too much hidden knowledge man
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>>614640
its all basic math stuff, its really easy to do what they 'did'
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>>614642
that is a lot of shit talk from someone who have absolutely fuck all to show
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>>614640
What's so universe ending about this blob?
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>>614643
get off my board
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>>614644
the video is in the link
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>>614640
It's really not that complicated. Half the game here are shaders. As for the deformations...I could probably come up with something like that in Houdini.
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>>614640
>made in plain 3ds max
>with standard modifiers

Choke on it, plugin devs
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Recommended by the author to learn this kind of thing.
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>>614743
Thanks, instant purchase
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>>614643
Honestly I've made it a personal rule on here and on /ic/ that unless someone can show some evidence they can achieve an effect or technique they're just talking out of their ass.
I don't care if you think it's the easiest shit in the world you can at very least provide some keywords that would point people in the right direction.
>its all basic math stuff
You could explain every single 3D effect this way. Fuck you.
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>>614759
>its all basic math stuff
but it is
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I see he's using Max, but the mesh effects are pretty easy in Houdini. Noises, deformers, sop solvers, particles trailed and connected, etc can all contribute to achieving these effects. Boolean and noise would work to do the first effect.

I can't speak for the cel shading but generally cel shading is just clamping the colours on a ramp of the light intensity.
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>>614771
I want you to draw a beautiful, hi-res landscape and I want you to do it by setting the 1s and 0s in your computer memory by hand, one by one.
Because it's all 1s and 0s in the end, right?
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>>614831
Actually, no. 0s and 1s are just how we define states of units in the computer, for example when we're designing electronics. In the and all of it is just physics, especially conductivity and capacitors, and that obviously is tied to quantum physics.
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>>614833
To be fair, you have to have a very high IQ to understand CG. The mathematics are extremely subtle, and without a solid grasp of theoretical physics most of the effects will go over a typical anon’s head.
I’m smirking right now just imagining one of those addlepated simpletons scratching their heads in confusion as Blender’s genius unfolds itself on their computer screens. What fools.. how I pity them.
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>>614838
Sarcasm doesn't work on the internet.
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>>614838
kek
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>>614640
>>614743
nice
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>>614759
Maybe if you paid more attention during Math in high school you wouldn't be so hurt
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>>614745
Can you scan it?
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>>614992
how the fuck???????

is this mathematics or something? i hoard millions of tutorials never seen anything teach how to make stuff liek this. Just crazy.
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>>615111
Looks like armature rigs and physics for most of it. Not sure about the self-spreading chocolate dude, that one's my fav.
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>>615111
Are you this inbred? It's probably done in Houdini or Maya. You can do this with cloth sim quite easily. The character is just a collider to a dynamic cloth mesh (i.e the wall). Go to www.cgtalk.com for more information or just kill yourself.
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>>615189
The eyeball is a flip fluid and character collides with it, then it melts. This is most probably done in Houdini.
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>>615190
>>615189
Oh, so it's just some basic math.
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>>614640
This guy goes over stuff like that using Blender. It's just animating deformers using textures, and mixing shaders using textured masks and color ramps.

Tutorial
https://www.youtube.com/watch?v=3XZjhESZPxA

Livestream experimenting
https://www.youtube.com/watch?v=4GZVU3TAJM4
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>>615256
>it's not even close to what the chink did in max
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In the future all anime will be done with 3D so you don't have to painstakingly draw every frame by hand just to have a shitty choppy animation with the occasional proportion/perspective goofs, I bet japanese drawfags are dreading over this.
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>>614745

Have you got it?
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>>614743
>>614745
You missed the other two versions.
That one is the oldest, but it's also the only one in English.
https://www.amazon.co.jp/ハラタオル/e/B00TQT3UIA/
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>>615344
I imagine in the future it is more likely to be a hybrid. A mixture of 2d and 3d art/animation with 2D post processing.
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>>615465
That's how it's been for years. Welcome to 2006.
2004 if you include Gankutsuou and other works.
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>>615466
The reason why I don't bother with Anime produced for TV anymore. Cheap looking digital garbage.
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Wouldnt morph targets do this???
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>>615500
I'M
CUTE
UGUU
?????
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>>615301
>Expecting the same results as the chink to be achieved in one 40 minute tutorial.
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>>615464
Ahh fuck, I kind of regret purchasing the first book now. I was already capable of producing everything it had in there entirely in AE.
Particle simulation is fairly standard at this point and making it look 2D even more so. What was really impressive about OP was how they got those deformers to look so slick.
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>he's a Blendlet/Mayalet
This stuff is obviously not super easy, but it's 10 times easier than you think if you learn how to use Houdini.
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>>615635
Houdini is a meme. Maya with some scripts can do just as much while not having a garbage ui.
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>>614640
It looks like most of the effect comes from shading, other than that it's just proper use of procedural moving displacement maps and some really wacky softbody and liquid sims.

It isn't that crazy of a technical achievement, more of a cool demonstration of how smart use of simple tools can create amazing results
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Now if only the nips had good taste
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>>615666
>Garbage UI

Absolute retard.
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>>614640
I'm using 3dsmax and pencil +.

So the chink is tracing over 3d?
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>>615625
Post book somewhere? I would have to skip lunch tomorrow to buy it :/
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>>614743
ty so much man
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>>614827
do you have a link or anything?, would appreciate it
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http://www.4gamer.net/games/216/G021678/20140714079/

Computer!
Translation?




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