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Welcome to /3/ - 3DCG, 4chan's board dedicated to 3D imagery and modeling. If you're reading this, you probably got this linked to you because you posted a question that has already been asked many many times. Read ahead, and find your answer. Scroll down for a useful FAQ and resource links
Looks like one of the Resident Evil 3 Remake Jills
Jill Valentine RE 3 for G8F guhzcoituz
release it on 3d load already character skin hair and cock morph?
Making a new thread since the image limit got hit on da last one. Show us that cool new project you got in the works anon-kun! Previous Thread:
anon your reference images are from 3dscanstore you can literally just pirate that model and see how you're doing
This is th 3dcg wip thread, not the piracy wip thread
Nice dusty ambiance, I like it!
Reminds me of a late '90s PC game loading screen. Which automatically gives it sovl.
100K POLYS FOR THIS!? WHAT IN THE GOY ARE THESE GOOKS SMOKING. WHAT HAPPENED TO RETOPOLOGY.
do you even need flow when you have that many polys in the face? can a sculpt deform well?
That is low poly for a sculpt, and it wouldn't deform well with a remesh topology
why not? it's so dense at that point why would it matter.
Try it yourself, it creates all sorts of artefacts
Are you that guy who normally prattles on about vertex density being more important than edgeflow? Why are you allergic to good edgeflow. It's not even that hard to retopo. Or even just box model. If you have a good base mesh, then why sculpt with messy vertices. Just pull up your base mesh, and sculpt that.
What's stopping Blender users from switching to a superior set of various software which excel in their target abilities?
I'm willing to bet money that what you call "intermediate" artist is not even at junior artist level.
Most intermidiate 3D artists always have plenty of projects going on and many use of them Blender in all of the modeling (speaking of myself only though) Switching software is a big deal for most people, you have to get some free time and be really dedicated to switch. AFAIK, nor Maya or 3ds Max have anything to offer that is superior, or at least superior to a degree of you wanting to switch. And of course, Blender is still "amateur" software, so "amateur" in fact that it is funded by Epic Games, NVIDIA, AMD, Adobe, Google and other big names.
how come you think like that? any examples?
how come you think like that Because a junior level artist is still a professional. He might be slower, but skill level wise he is almost there with seniors. He understands his craft more in depth than most amateurs There are some red flags in what you said which are indicative of someone of low skill level/hobbyist. For example most professionals don't "learn blender" or "learn maya" like amateurs keep insisting on. They learn modeling, learn sculpting, learn anatomy, learn animation. These things are software agnostic. Once you know the basics of a profession, you should be competent with another software within 1 week of switching. No professional needs years to master a software, that's why tutorials where they go through everything a software does is rarely more than 10 hours long. When you said "Switching software is a big deal for most people" this immediately makes me think you don't know what you're doing. Second redflag is insisting that dedicated suites have nothing on software that's used as a general tool. That is clearly wrong, and for example anyone who has ever sculpted in zbrush or animated in maya knows that they are leaps and bounds better than what Blender does. Sure, Blender is fine for what it is but that's a far cry from saying it's just as good as other software. No professional would ever say that.
imagine how crumpled you gotta be to make this image lmao
What does the job market look like for 3D artists?
high quality Yeah, okay man I'm sure 95 percent of what you watched was a PowerPoint presentation with some melodramatic gooks shouting over it
most of his class in college failed to find any actual internships at real companies Because they're shit. Most people are shit. Wanting to be an artist doesn't make you good at it.
Less human rights and more government sponsorship
the workers in the animation industry are being aggressively exploited, race to the bottom, because "muh passion" and artists are generally super low IQ about business. the higher ups get rich, the people who do the work get nothing but a tiny pay check then get fired when the project is done.
Depends on where your located. If your in the USA, markets like -Manufacturing -Game Design -Animation are a lot less profitable than consumable services -Neche Porn -Personalized digital 3D products -Online Advertising
Blender Cultists who claimed Blender can save you money, never truly understand how money actually works. Now Gainax who tried to save money have been dissolved because of false promises to save money. You people have blood on your hands cultist, blood on your hands!
Wait...didn't i make that?
sometimes a post is so retarded you just start crying
You're full of shit. Nothing but a bunch of women working in these companies making complaints because they didn't get to move up in rank or they didn't get a raise. So they'll lie and blame men and get men fired. Women have been ruining game companies for years now.
Need a source on that
Literal retard babble
Recently found this game on steam. nevermind the gameplay, music etc., it's all shit. But what stood out to me is the art. How is this feasible with just a 2 person team? Doesn't seem feasible to me, so i assume that these models and textures weren't all modeled and painted by the creators of this game, but if not, then how would you do this? I took a close look at the textures, and for example, if you look at a barrel, the individual nails in the wood are all shaded slightly different, which leads me to believe that all of these textures are downsampled from something else somehow, maybe even from photos. But if we suppose that these are all ue marketplace assets that were simply crushed to lower poly and texture resolution, how would you do that and how would you combine all that into a unified art style and avoid the typical asset flip look? There are also some assets like in the next picture where a generic rock or moss photo texture wouldn't really work, because of how it wraps around the 3rd model as if they were created for it, but surely not? cont.
color indexing is not "a technical workflow", it's just how you had to draw back then
it's a bunch of repeating trimsheets, bashed together in photoshop out of real images and additionally dumped in images of other shit to blend in with soft light or overlay then noised only unique props had their own textures like the pouches and they were photoshopped aswell with a little manual drawing i wouldn't get my advice from mentally disabled /3/retards
I gave the game a shot, it looks quite nice but the game felt like a bit of drag. It's really the pixels that are masking a lot of it. It's all photo referenced i'm guessing (or substance) then it's just creative use of trims and the like, its pretty old school. is right. I think it would fall apart with higher rez textures and you can see it falls apart on some of the big buildings. Assets wise its pretty limited you can imagine a single artist knocking it all out pretty quickly
Oh, nice digging. I wasn't able to find anything on the Devs myself. I suppose he really is/was an industry environmental artist.
post 3D humor content, 3D fails, 3D jokes, 3D everything
This reminds me of someone on this board
neets making blender porn
kek
Please someone leak her official 3d model online
Please be old enough to post here
Juno my darling
There are so many books on Blender. How do I know which are good??
anyone selling training is a scammer by default AI is the future, and selling courses is like selling shovels during the gold rush but the gold is all gone and worthless
AI is retarded and soulless junk.
AI is only for shitposting and porn
U don't need them Anon-kun. Bernd can recommend pic related. Pro tip: Get the e-books on Gumroad, and youwill receive a lot of bonus material. :3
the piles of tutorial slop is one of the worst things about blender
I've seen a lot of people dislike it. But there is no need to hate it. Blender is an alright little utility buddy. It's not the best at anything, though it's a great helper. Personally I only use it to clean up models post CAD modeling, store my hp and lp's in seperate collections, and it's simply great for that. I like Blender.
poojeets use blender, you included 3ds max is the white mans robust software from the 90s poojeets didnt exist back then
blenders the first 3d package since softimage where i actually like the modeling toolkit
kek I can totally picture anon trying to animate a character vertex by vertex
Opensource shitware. It will never ever be good.
How come the modifier stack of 3DS Max is more solid than Blender?
you can look at Pochemu's Judy Hopps model Where?
Pochemu's Judy Hopps first result on google, try it
I'm just a hobbyist, but I started in 3ds max and moved to blender. What I really liked about max is that most modifiers just work by themselves. For example deformation modifiers generate their own grid structure, of which you can then move the control points. In blender this always seemed more clunky because you have to create this geometry yourself, which gives you more flexibility, but is annoying for quickly doing something. And blender is like that throughout - requiring curves, geometry, empties or other reference objects for modifiers. Still, blender is much more fun to me to use and somehow it inspires me more
For example deformation modifiers generate their own grid structure, of which you can then move the control points. In blender this always seemed more clunky because you have to create this geometry yourself, You're supposed to use lattices for that which has been automated to fit the bounding box now
Yeah that's great, blender modifier sucks garbage ass
so, what is 3s freelance website of choice?
I've been a professional 3d guy for over 20 years, almost 30 years. This is a dead industry walking. There will be no such thing as 3d animators in 20 years outside of hobby work. Probably sooner than that. I give it 15 years, give or take 5 years. Entertainment character animation and vfx will be the first to go. Last holdouts of 3d animation will be industrial and technical animations just because its too precise and niche for ai to understand and do it right. (No ai models trained on novel niche and exotic industry machinery or products so animation has to be done the old fashioned way). By 2050, 3d animation will be a totally extinct industry. Ironically 2d hand drawn animation will survive because some lone guy drawing on pieces of paper and bringing it to life will always be enduring. I for one am glad. 3d animation was always a means to an end in bringing our imagination to life. In the near future I will be able to produce my own movies and animated aesthetic films from my phone. I can make my imagination become reality without having to be a masochist and rendering my life away. I think I'll take up welding, metal 3d printing and metal art after my 3d career winds down. I have kids. I didnt even bother to teach my sons about 3d because I already know its a dead end industry on the verge of total collapse in a few years. I told my son to become an electrician.
my primary non creative job is immune to tech Like what?
AAA studios Those studios destroyed themselves through woke ideology. They made a choice to stop printing money. The industry itself is growing every year.
You underestimate how much passion you need to make it as a professional 3D artist, you have to live 3D to succeed
And be a masochist
Should I move to 3ds max from Blender? Does it have more things that are advantageous over Blender? I feel it has a more straightforward UI than Blender after working with it for a good time, and navigating materials is intuitive, same for rigging and animations. Although I like the hotkeys for modeling from Blender, is there such a thing for max?
I moved from max to blender and it felt a lot more inspiring for a lack of a better word. with max I only made depressingly shit stuff and got lost in pirating vray and tools instead of actually making stuff. But I'd honestly like to hear how you fare when moving from blender to max
Should I move to brush from pencil? Does it have more things that are advantageous over pencil? I feel it has a more straightforward handle than pencil after working with it for a good time, and using different colors is intuitive, same for outlines and drawing in panels. Although I like the handle for doodling from pencil, is there such a thing for brushes? would laugh at you for that
/ic/ would laugh at you for that
ah the great I made you a wojak retort. Never effective but hey at you've made an effort beyond the lowest possible quality posts.
ah the great I made you a wojak retort. Never effective but hey at you've made an effort beyond the lowest possible quality posts.
Anyone got a recommendation on which version of Zbrush to 'borrow'? Trying to test out that software but not sure what year or version to test out. Any recs or links to any 'borrrowing' sites would be appreciated
look up "getintopc" it has everything you could need in one place. Good luck and WAGMI.
Great site but I just looked and it pretty much has every software except zbrush on it for some reason. Unless Im retarded which is totally possible
It's my first time hearing about the site, so I can't vouch for it. But I just typed "zbrush" into the search bar, and many different results came up.
I pay for legit zbrush/maxon and I personally stick with 2024.0.4 as it's the most stable for me. 2025 and 2026 didn't add anything noteworthy outside of ipad integration. Anything from 2022 onwards will do you just fine to test out. You won't use anything added since 2022 just yet anyway.
when stacking multiple meshes like this, is it possible to get them to shade as though they arent separate? i cant find any resources online for this, everything ive seen either doesnt work or isnt applicable to me
For this specific case either shade flat or add a split normal modifier. For the general case use a data transfer modifier to share normals from one object to the next, or from a proxy object to all relevant objects
i swear i spent like a million years trying to use data transfer and couldnt ever get it to work, but for some reason when i tried again it just magically did what i wanted it to do. i feel like this is somehow your doing, so thanks i suppose
Turn on merge and separate the top and bottom faces of the box from the main mesh. Separate the separated faces from one another and use them as start and end caps for the array modifier. You may have to flip the normals of the caps and change their positions (in edit mode).
Set all normals to face
So if the industry is dead and I've been learning 3D for the past year and a half, which career should I pick then? I love 3D and I don't really want to let it go for nothing
might as well learn how to drive to deliver shit dream job for an introvert like me or probably just be an indie dev in the end like one of anons pointed out - all I need is a dedication and passion
Can't any of you motherfuckers make a thread that's actually about 3D?
I doubt anyone here is interested in that, everyone is here to shit on each other for their software of choice
Wait a few months until people overthrow the government in the country you live in. First it was Nepal, then Bulgaria, now Iran. The economy will improve once the elites get sent to the gallows, so you should be able to find a job then.
Cultivate an audience that's into the thing you do and crowdfund.
I have a question about my weight painting and rigging workflow. Do anyone weight paint rigs by separating each limb into a diferent mesh (hand, fingers, arms, torso + limbs, feet, face, haircut) similar to how psx games did a similar technique. But then selecting all the bones in edit mode, and then turning on and off their deform tab option, and then just selecting the bones I want to be active with the mesh I want them to affect, and only have those bones with the deform active button pressed. And then pressing automatic weight paint in blender.
similar to how psx games did a similar technique. You should have made that your thread about psx rigging techniques instead of generic rigging. You can save the old weights if you lock the vertex group.
No automatic tool works. You must still vertex crawl your whole mech checking it for spikes and holes and general fuck ups. You still have to expend the same a lunt of energy checking over the auto weights as painting them from scratch. I treat the automated weights as a guide for my manual painting
Horrible. You blender guys are putting yourselves through so much shit that maya doesn't have to deal with but I wonder if it’s a limitation of the software or if there’s just no know how in the community and pro techniques are treated as some sort of tribal knowledge that only a few lucky people have access to
Sorry, but i use maya. You cannot trust any automatic tool. In your mesh of thousands to millions of vertices, some of them are fucked up by the tool. Only one way to find them and fix them. Its like the paint bucket tool. Its a nice idea till you try to use it seriously. The amount of work it takes to lake sure it doesnt fill areas you dont like and always runs uo against lines and colors wothout leving a seam. Its about the same as just filling in something by hand. The step the tool saves you from is insignificant in the grand scheme of the project.
In his latest series for Blender 5.0, he teaches you how to make this mug. But at some point in the video, he attempts to make the bottom of the mug, but fails to first apply the solidify modifier before using the extrude tool, which causes an indent to form on the inside at the bottom of the mug (pic related) When he notices it, he quickly pans away the camera, and doesn't even address the problem, even though everyone who follows the video will end up with the same result. This dude has been using blender for 22 years, but can't even model a mug.
BlenderGuru is a hack. 99.99% of youtube tutorials are made by hacks, people who aren't hacks are busy selling their service, not making retarded faces on youtube thumbnails.
Are you new to Youtube? obviously the most popular channel in any field is going to be an intermediate at best
Tutorials don't even teach you anything. You can't make anything without understand the why not just the how.
including the time it takes to launch blender lt literally takes less than 5 seconds to launch amongst all the 3d software I tried (3ds max and Maya) Blender is the fastest
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