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Yo /3/ this is it, it's the last match of the group stage and the stakes are simple: we either win to advance or pack up back to the babby. We're playing /tg/ in 3 games from now (so anywhere from 1h30 to 3 hours) and they're mighty so there's no telling how this'll go, we can only hope RNGesus is on our side.

On the plus side the models are now all finished as well as the new Houdini kit.

Stream and other info here:
https://pastebin.com/VApay1yn
>>
IT'S /3/'S YEAR WOOOOOOOOOOOOOOOOO
>>
>>668870
I can't believe you guys are actually doing it. Don't wanna jinx, but I hope to god /3/ makes it to the finals this year
>>
Congrats /3/
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>>668870

Nicely done fellas!
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>>668870
Based /3/

Thanks for beating /tg/ by 3

you guys are legends
>>
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/3/
33333333333333333333
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great game, /3/ and congrats!
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>>668870
https://www.youtube.com/watch?v=S_IAqwrvEuU
>>
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wtf did I just watch lol
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>>668890
Legends being made
>>
For those who missed it (click /3/-/tg/ at the bottom once it's loaded)
https://bootleg.hamuko.moe/video/163/
>>
>beat /pol/ on an autopilot while the manager went to the airport
>annihilated /tg/ with an 8.0 >blender
Is there nothing this team can do?
>>
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>>668892
that WIP model tho
>>
Ro16 Draw will happen tomorrow, I'll post it here if the thread is still up, in any case the Ro16 will begin Friday next week at 17:00/5PM UTC
Thanks to the people who supported the team going, it's now going where it has never gone before. [spoiler]Utah Teapot pls start scoring[/spoiler]

And this time I'll finally finish that 3DSMax kit.
>>
>>668895
WIP's model is hilarious. All the models are great, really. /3/ has the best models, far and away.

>>668894
Who's next?
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>>668885
is there anything >blender can't do?
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>>668870
BASED
BASED
BASED
>>
NPR looks really nice but doesn't really represent the board's discussions about NPR since we care more about anime girls than bande dessinées.
>>
>>668870
Is /tg/ gonna get banished to the /babby/ realm?
>>
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>>668895
>WIP
>Shit program
>Low poly
>Give me a job
>3DSMAX

all of these fucking models are 10/10
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>>668944

seeing WIP in motion for the first time was one of the most hilarious things ive seen in all of the cup. Also the chat when pol lost to /3/
>>
I fucking love whoever's behind /3/ in these cups. The player models are fuckin' beautiful. You're goddamn based, anon.
>>
>>668963
Who are these legends? I want to talk to them and buy them a beer.
>>
blender a mvp
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>>669026
We should update him to >blender 2.8 for the next cup.
By the way is the player right-handed or left-handed?
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>>668870
yay /3/
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>>669082
I feel bad for laughing at this. And thinking of WIP.
>>
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Ro16 draw happened, we'll play /w/ [spoiler]in the 3rd match[/spoiler] at a >scheduled 18:20/6:20 PM next Satuday

>>668910
True, and to be honest it was entirely out of selfishness because it'd already made so many anime girls with an outline that I wanted to do something else. Will most likely change it for next cup or maybe even next week

>>668895
>>668898
>>668944
>>668960
>>668963
>>668964
Doing models is the best part, also big kudos to the people who submitted player and model ideas

>>669040
There's no hand preference in PES, but his strong foot is the right one
>>
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team needs a rigging & animation wip model
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>>669112
you REALLY should change the wip guy for every match
I know /3/ isn't really good in finishing our wip's but at least um show the progress all right, maybe give him good legs
our honour is at stake here boi
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>>669174
I think its an every season thing
>>
How hard is it to make content for this to contribute? There are some other boards that have some lacking custom players and could i make something.
>>
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>>669174
The twist is that WIP is female, it's was prototype of a female shaped kit model which got its weights messed up when exporting. Because it's an actual accidental fuck up and not a deliberate one, I don't really have resouces to change it every game. For these knockouts I could do a thing that WIP gets increasingly finished however I prefer its normal form to be that glitchy monstrosity, it's just so recognizable.

>>669238
Trick question; on PES16/17 it's piss easy, the only thing is that the process has to go through Blender (since the exporting plugin was only made for it) so it may be a problem depending of your tolerance to it (one of the cup aesthetics guy uses 3DSMax and hates the Blender part of the process).
However PES18 which will debut next cup is a bitch and a half to mod with a lot of limitations.

In any case here's how things work: https://implyingrigged.info/wiki/Blender_tutorials
And here's the Aesthetics Council (or /aesco/)'s Dicksword server http://discord.gg/6VvMt58
>>
>>669238
You can also see which teams need models and if there's something that catches your eye here https://implyingrigged.info/wiki/Aesthetics_Requests though some items on this list are probably outdated.
>>
>>669321
>However PES18 which will debut next cup is a bitch and a half to mod with a lot of limitations.

Whaaat why move it then; most of what makes the cup so fun is the crazy models? Are you saying that many of the models now just wont be possible?
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>>669365
>Whaaat why move it then
Misleading poll and bad commissioner decisions

>many of the models now just wont be possible?
Static gliding models and shadeless models are plain not possible, the rest is subject to limitations/annoyances. This is why I REALLY didn't want to relegate as it would mean dealing with PES18 early
>>
>>669418
>Static gliding models
I dont follow do you mean models with no real rigging? Could you not do a simple assign all verts to root bone/pelvis or however this works

>shadeless models

Do you mean flatshading? like anime style?
>>
>>669437
>no real rigging
Kinda, it's an exploit of how the game handles balls; they're models without any bones and if you load them attached to a player, it follows it gliding. It's heavily used by /o/ to have cars on the pitch but it's also used to do magical circles or other player markers and in /3/'s case, the table following the shitposter around. In PES 18 loading a ball model this way makes it stay at the center of the pitch, you can paint it to the hip bone but it's just not the same.

>Do you mean flatshading?
Yes, that's simply not possible anymore, Konami removed the shader we used for that
>>
>>669446

What the fuck, next cup is gonna be a mess for what purpose then? This killed off a lot of ideas I had.

Is there any advantage of using the newer version?
>>
>>669446
>Konami removed the shader we used for that

So basically almost all the cartoon/anime models will now look like those horribly shaded gmod-looking monstrosities? Is there no workaround? Sounds like its gonna screw up most of the existing content thats already been made
>>
>>669530
Makes me wonder if custom normals could brute-force more cel-like shading. Would be a pain in the ass to work out and incredibly disappointing if it has no effect though.
>>
>>669489
>for what purpose then?
Esports

>This killed off a lot of ideas I had.
Post them, maybe there's a workaround to be found (big maybe)

>>669530
See pic, this the current advancement of anime models made by /jp/ people, note that the experiment was only the anime head itself, the neck and other body parts have not been looked into it much. Speaking of cartoon /co/ embraced shaded 3D models quite a long ago, but anime team rely on that shadeless look and they'll have to change their stuff, especially /u/

>>669533
Even if it was theorically possible, I'm pretty sure the export plugin doesn't support custom normals
>>
>>669563
>Even if it was theorically possible, I'm pretty sure the export plugin doesn't support custom normals

Wouldn't hurt to try some tests; in other game engines I pulled off faked flatshading by triangulating model first, then using blender data transfer or another modifier to change all vertex normals to a facing upward plane. In max it was as simple as edit normals, selecting all and just pulling upwards high on the z axis and all normals pointed up to create fake flatshading. Also curious what IS available? is everything like 1 shader now?
>>
>>669563
If worst comes to worst, let's hope the anime modellers have strong geometry & texturing skills then. If the shading engine is poor enough, we could get some Source Engine-esque results which while are a far cry from 2D don't slap you in the face with overwhelming 3D shading.
>>
>>669564
>Also curious what IS available? is everything like 1 shader now?
There are several shaders, but I won't be able to tell you more, you'll have to ask the cup people tinkering with 18

>>669565
Yeah, early converted anime heads looked like papercraft, although that has been ironed out, proper topology and actual normal maps will be essential
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>>669567
>There are several shaders, but I won't be able to tell you more, you'll have to ask the cup people tinkering with 18

Ah. So the discord or is there another one since people didnt seem to be talking about 18. Also there could be other workarounds, for example source engine doesn't have a real flatshade shader but people fake anime style by exploiting the lightwarp/colorramp custom material and it can work quite well. IIRC it was turning the gradient into either a solid color or a sharp cutoff. If there is an existing shader in 18 that uses a similar thing that style of hack could be done and would be way easier than editing vertex normals.
>>
>>669614
>Ah. So the discord or is there another one since people didnt seem to be talking about 18
Just ask in the open house, PES18 is divisive so only a handful of people are working on it, and they post progress in the private channel
>>
Yo /3/ the final weekend of the Winter Cup is here and we're playing /w/ at a """""scheduled""""" 18:20/6:20 UTC. /w/ is a fucking tough nut to crack so we'll need luck on our side.

Stream and other info here:
https://pastebin.com/VApay1yn



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