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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.
>>982311no, i answered you.>Is it one of those "free" softwares where you have to buy all kinds of hairstyles and whatnotyes.>or is everything actually free?yes.
why are the default g9 normal maps so fucking flat? there's no curvature of the mesh in them at all they're basically just skin detail textures
is there a guide to converting daz characters with diffeomorphic to blender for use with mustardui?
>>982321easy answer is that because G9 sucklonger answer is that curvature detail driven completely through HD morphs and subdiv and only micro detail is stored in normals. Which makes G9 suck for low poly stuff ofc.
>>982342how dreadfulit's amazing how many shitty ideas they put into g9
>I have purposely taught them wrong >as a joke
>>982131I'm referring to Gr
>>982026This is unironically your future if you watch his "tutorials"
>>981957>>981962so this is just a blender hate thread yup go it
They all are great, but blender guru is just more basic, like a wizard master who teach you little tricks and doesn't tell you about hangouts he has with dormamu. But still he is good
>>982325>so this is just a blender hate threadblender & doughnut grifter
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
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
the writing is kinda decent but some of the humor is trying too hard and the textures and lighting are atrocious, well animated though
Previous thread: >>973562
>animate on twos>faster motions on onesso how does one define a fast motion then? where is the threshold?
>>982301>where is the threshold?When an action on twos has absolutely no in-betweens before the start/end, it'd probably be a good idea to switch to ones.Likewise, when an action needs a bit more to sell it, like with some extra anticipation/easing and you can't quite make it flow right on twos, use ones.There's not a hard threshold, you just know it when you need it. As shitty an answer as that is.>>982287Doubt it. He's busy doing dumb shit with iPads. I don't see a reason that he'd come back. Nor do I really think he should.
>>982211Ooo nice tips, thank you
can i get a qrd on topology edge loop shit as it relates to animation? picrel from blender's human base mesh. I understand that it is not necessarily desirable but I don't understand WHY it is not desirable.
>>982193Dont use linear keyframes for organic movement
Which VR device has the most accurate/precise controller tracking for modeling in VR?
>>981670i think you got the wrong pers
Stylish tacticool reloads
>>979290it's not perfect but it's the best 2D imitation i have seen yet. Once you watch it enough times, like >>978226 says, you start noticing the parts that are 3D anyway, like consistent line quality on pose movements or the background, but the camerawork and usage of 3D as more of a, in a way, drawing medium for each frame rather than a complete animation tool still hold up to sell the illusion long enough to make it god-tier.https://x.com/giwono0708/status/1637231593432707073?s=20
>>972356this
>>978226The fact you have to watch it that many times to pick it up means that the illusion works.
>>972037GOD I HATE THAT SHIT SO MUCH
>>972037LayzuhCatz is pretty good animator.
a casual image that i will use for my new album
nice art. i would change the title to something else but i think it looks good.
>>982242Looks really ni
Painfully generic.
>>982242The text destroys it. Not so much the name, but the fact that it's just there like someone slapped it on in MS Paint. And not in a good way. It just looks like shit and doesn't match the scene, or the look you're going for.
>>982242is this supposed to be "SOVL", unironically?or is it supposed to be "forced soul", but ironically?looking like a low effort shitpost, it seems to be the latter. which is pretty meta t.b.h so thats kinda based. who say "forced soul" cant be based?
The only way to truly create retro CGI is by using period accurate hardware and software, anything else is forced soul from coping zoomers.
>>981943Cris is in another level, don't mix this woman wannabe with the one and only Cris.
>>981929thats all been DEBOOOONKED years ago
>>981929Maybe you enjoy watching Lolcows without noticing it?
>>982070That's not true he sor
>>981929>>982091>>982070i'll just leave this here:https://ia800506.us.archive.org/32/items/pinkpill/Chan-Pinkpill-Saga.ziptrigger warning: unironic faggotry
its kinda crazy what blender is capable of in 2024
>>981826I bet you were a swamp schizo in Gothic
>>981732Ew, brother, eeeww. You hate being employed, brother.
I never made the donut, but I made this once while I was fucking around
>>982326legit one of the best, but imo, it needs some lighting tricks, the kind you'd see on a photography studio, I mean
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.
>>982292Each polygon must be assigned a bone with a zone. Using Morph means you have the brush individually wrapped around it and causing the image you see. You need to fix the model to only have the necessary parts (head, chest, arms, etc). So you should have 7 model parts on the right side of the panel, not this >>982267
Damn I’m rooting for OP. This is a great thread. Keep it up!
>>982315same
I may be saying something retarded cause I legit don't know 3d other than the most basic stuffbut shouldn't OP be exploring shaders?
>>982329>I may be saying something retardedyes you are, anon
https://lumalabs.ai/genie?view=createbabe, wake up!it's almost time for your daily demoralization thread.>Luma AI>Just type and create 4 shitty low poly assets! How long until it's 4 employees?
>>982050How you can write the hol
>>982013modelers BTFO yet again then?
>>982013Cris you made this same thread in January and it is still up >>971511 and these threads >>981331 >>980074 are yours too, stop flooding you retard.
>>982028>chocking
>>982013is it free? do they limit how many attempts you have?
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.
>>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?
>>981711>>981695OP's video is using a high viscosity fluid sim in reverse.
le donut of blender. based!
>>981639lard? based! blender? based!
>>980899this is what blender is all about
Test
>>982240Blender is a free and ope
>>982273>opecope
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
>>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
>>976326well in 2D you dont have to deal with UV mapping