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>GodotMissing features and lacks artistic improvement to match with Unreal and Unity>BlenderAll marketing PR talk, no real experience in using Blender. Knows nothing about the real reason.>Open source Open source projects doing dumb things like glTF animation implementation, dead software, not documenting important stuff, heavy relaying on Blender instead of other 3D software>Unity and UnrealThey have a monopoly in 3D games, not a single open source can export to console. Open source projects limits artists like you and me with dumb ideas like TIFF format. Heavy restrictions to Windows only. Dumb downloads for developers like Microsoft Visual Studio. None of that matters with Unity or Unreal.Never trust YouTubers
>>981788>MaKe tHe CamRa thE PlAyeRDo you know how stupid that sounds to everyone.
>>981791That's how it works.
>>981793No, the camera is not the player, the camera is the camera. It’s like saying you’re an alien in a alien spaceship filled with aliens. No, you are still a dumb human without alien special powers.
Brackeys in parricular will fuck you up in the long term if you follow his tutorials. He is designed to gatekeep indiedev by culling newcomers
i swear anyone who unironically advocates for godot is a retardthe main purpose of a game engine is to provide a render engine, physics, audio systems and being able to easily port to different systemsgodot is like retarded in all of that so all you really get is a shitty editor and at this point you might just grab an off the shelf render engine and start from the ground up
Ladies and Gentlemen of /3/,The next 4 upcoming years, i will spend every single day in the production for the pilot-episode of a new Berserk adaptation. >Narrative - 100 % faithful to the Manga>Art Style - inspired by Netflix Arcane (pic related)Without any doubt: this project is a Behemoth, but i am dead serious about the production.Truth to be told, i am lacking experience, which is why i created this thread in the first place. I would like to know your opinion on certain topics - Roughly spoken about project-management, planing and execution.I am not asking for direct involvement in the project - at least not until i proved myself with regular updates and progress that i am the real deal.
>>982283Are you going to use Custom nor
>>982283>>982284Yes, shading is really imp
>>982283Ok, great! So you should not touch the materials or textures of the high polygon model at all. It does not need to be uved for projection/baking. Projecting can mean two things though, in Zbrush is the process of transferring all of the high polygon data into a subdivided low poly model. This will transfer all of the sculpted details into a mesh that can be subdivided, this will make it easier to refine and sculpt on top. This process can also transfer polypaint which can later be extracted into a texture. There is also projecting/baking in the sense of creating a normal map by using both the high poly and low poly, well if it's in substance painter you also get a bunch of other maps that are useful for example: AO, Cavity, Height, etc.So, if you need a low polygon model of the character you need to create a decimated version of the high poly model, know that you don't need the textures to stay. By decimating you will be able to use it in something like Maya while maintaining enough detail to re-top on top. Then you take the decimated model your preferred place to retopologize on top of it. When creating the low poly model you will need to keep in mind edge loops for animation and having a good balance of how much detail you put in an area. The higher density the model is the harder it will be to rig/animate. But the lower density it is it will not look as good. Do some research on what is a good polycount for a cinematic character. For your skill level I would shoot for less than 100k tri which is on the lower side for cinematic but not too much of a pain to deal with. You will also uv this low poly model and assume it will be the final model to be used for rendering.Make sense?
>>982267I don't use Maya so I am not quite sure. Are you sure those are materials? It looks like they are meshes. It looks like maybe Zbrush exported each polygroup into a separate object and possibly Maya created a material for each one, but I am not quite sure.Try the following, in Zbrush go through each tool.Press Shift-F to turn on polygroup view. Then press CTRL+W to consolidate the whole tool under one polygroup, you should see each tool have only one color. Do this for each tool and then try exporting again.
>>982290Well going through the tools was good call... I can't comprehend whats going on with the head when i morph
Previous thread: >>973562
>>982200That's something I wanted to figure out myself. Helping you presents an opportunity to work out the problem. So here's what I got.I already knew about this layer weight trick, where it automatically calculates what value is facing the camera. It's just like if you did a dot product between the camera and the shader. You slap that node on there, and it creates an effect that is very similar to specular light. Adjusting the blend up and down will adjust how big or small the specular coverage is. But I found it very imbalanced. So I attached the float curve on it to even it out.The map range node does essentially the same thing as the color ramp node. I just prefer to use it. Notice it's set to "stepped linear" and the steps are set down to 1The subtract math node is there to ensure that the highlights only show where the direct light touches. Specular light shouldn't go into indirect light. So that subtract node is essentially masking.Then, you take the resulting specular light and multiply it with your texture. Why? It's not really necessary. But if you adjust the factor, you'll notice that the specular light takes on the color aspect of either the light or the texture. So it's essentially a tint controller. I set it down to zero, in order to get the full color aspect of the light.Then, this is the most important step: take an add shader node, and combine the results of the direct light and the specular light. You can use more add shader nodes to stack results together.Side note: I set the light to a bright pink, in order to demonstrate how the color of the textures are affected by light. And fun fact: if you set a sun light to have the power of pi, then it will *perfectly* ramp the values of the diffuse node. Just remember to set the diffuse node color to white. Because by default, it's slightly below white.
>>982193Nice j
>>982266>>982200I'm already finding problems with my solution. I should have done mix shader instead of add shader. Anyway, I don't feel like fixing it all now. Maybe you can figure it out.
one day Pablo will come back and make blender sculpting great again
>>982269what did you meme by this
What are /3/'s thoughts on this new GLITCH animation?Personally, this is some of the most creative modeling and animation I've seen in years https://www.youtube.com/watch?v=HwAPLk_sQ3w
>>961913the amazing digital circus sucks ngl
the thread lived longer than the meme amazing
>>966264shes cute
>>961913Episode 2 is releasing, how will it fare compared to the pilot?
>>982220I just watched the first e
I've been using SourceFilmmaker over the past year to make a voiced-acted visual novel. It's called "Please Fur My Wife" and Pizza Girl is one of the heroines that you can date.There's a demo out and you can see a few completed SFW scenes at youtube.com/@chadchan3dThe game's premise is that you're one of the last humans in a world of furries. This was an NTR fetish parody game (still is) but it's growing into a story about furries vs humans.
>>980548Uncanny nightmare. Please never touch SFM again
>>982015
So what are the 3dcg related updates? Have you made any transparent sprites you can reuse?
>>982250The updates are in using 3DCG for storytelling. I made sprites initially but felt that it was visually limiting so I chose instead to make a million renders for everything. In hindsight, sprites is the right way for an efficient workflow.
>>982253How much is every ren
Need help, I'm relatively new to charactermodeling in blender and ambitiously chose to go for an anime-ish style. I edited the normals to make the lighting more presentable, but to my knowledge you cant edit the normals for individual shapekeys, which sucks because facedeformation messes with the light.Is there a quick and easy work around for this or do I have to redo my shapekeys manually, but better?It's supposed to be a game asset at the end of the day.
>>982233 (OP)that is done with normal transfer.https://www.youtube.com/playlist?list=PLCDENUgqPEBjWoaDwXo2KEgwHaSovNcgC
>>982236Cant be exported>? Cant be exported to what? I use custom normals in a unity project and they imported fine
If you're using data transfer in Blender to keep the face normals working through deformations via shape keys, just know that deformations will still break the face normals on export to Unity/Unreal. You'll have to modify the face normals per frame like how CC2/Arc System Works handle it.
>>982257Another solution which I've seen used in Hi-Fi Rush and Genshin Impact is to use an SDF texture. You'll have to set up a custom shader in Unity/Unreal but the huge benefit here is that face deformation of any kind won't destroy the normals. Downside is that you're essentially using psuedo lighting. It's not 'real' but it doesn't matter.
>>982258This, the best sol
I am now much stronger, and now have mastered AI as well as 3D and 2D.
>>982094That's good Cris it's always good to ha
>>982094I just wish none of present and future hobby would involve po
>>982109Completely agr
>>982084this is actually kinda good and SO
>>982171Cris is getting b
Why did you guys choose 3D over drawing? Is it because drawing it's too difficult? I've been thinking if I like drawing or 3D more and what to invest more time on, because with 2D you can also animate
>>976326I decided to mainly focus on 3D after learning a bit of 2D animation2D animation is pain
>>9821463d is also pain when y
>>982146They both have their set backs. Its a different kind of dirt, but its still dirt. One thing I find difficult with 3D is that it's harder to fail forward faster. I can't edit mistakes as quickly. Especially late in development.
>>982163
>>982180I really don't know wh
Did anyone know what happens to @BeanBeanisAll platform had been deleted
No idea who that is but based on your picture I can scry how it was Jail Jesus or both.
>>982176probably nuked for making something too based with etna and flonne apparently
>>982176I was hoping to see more of his content but he deleted his pixiv account
>>982176I think that he committe
itt we post /3/ stuff that makes you go "huh."
>>982181huh?
>>982182ct scan of a gamers brain after he tried giving himself amnesia to re-play his favorite game for the first time again
>>982215wow, that's crazy.
>>982215That's completely ama
le donut of blender. based!
bump
>>981639lard? based! blender? based!
>>980899this is what blender is all about
Test
>>982240Blender is a free and ope
Is lowpoly handpainted still a thing? Is blizzard still hiring tons of artists for WoW assets? What do you guys think of my ancient tome?
Low poly 3D is currently trending. But the texture work is typically low resolution as well, in order to simulated early 3D graphics like the Playstation 1 and 2. I think high resolution painted textures look better than low res pixelated textures. But I personally find the WoW style appalling to look at. I'm more of a Wind Waker kind of guy.I don't know what Blizzard is doing. But some of my favorite indie games could have benefited from better texture work. Like a Hat in Time would benefit from higher quality textures. Maybe knock on some doors in the indie space to see if they have work?Tome looks cool.
You wanna make your portfolio you make this same book in a dozen different styles.
>>982251It's for that labor that AI was made.
>>982165I fucking hate that st
Is learning blender a waste of time if I'm serious about learning animation? I just want to animate anime girls with bouncy boobies fighting with weapons and magic like RWBY. I've seen people say that Maya is better for animation than blender but I've not seen people actually explain what makes it better specifically. Is it the UI or something? I only have experience in Blender and cinema 4d. I prefer animating in blender over C4D. Right now I'm not doing shit professionally but I don't want to waste time learning Blender if I'm just going to have to learn Maya later. I'm not getting any younger over here. I've taken a 3d animation and modeling course at college just for an art minor. I plan on taking animation again but learning Maya instead of cinema 4d. Would it be better to just fuck around in blender making meme shit until this fall or should I just dive into Maya?
>>982263Maya if you want to get a job
a casual image that i will use for my new album
made with bryce 4 and photoshop 5
>>982242Looks like something you'd find in the CD section in a 00s pawn shop.And I mean that in an endearing way.Good work OP.One thing, you might want to do is super sampling or rendering at a higher resolution for anti-aliasing. If you want to go for the look without antialiasing turn it off for the font as well and use the same resolution.
nice art. i would change the title to something else but i think it looks good.
>>982242Looks really ni