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Archived threads in /3/ - 3DCG - 80. page


File: unity-5.jpg (41KB, 960x458px) Image search: [Google] [Yandex] [Bing]
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Thoughts on Unity? It seems that it's been getting a big push this past couple of years. I tried it once when it was on 3 but never really gave it a fair chance after that.

https://www.youtube.com/watch?v=76O54wsysmk
14 posts and 1 images submitted.
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>>498188
It's currently barely usable
Wait for 5.3 at least
Or use 4
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>>498188
Use it because it supports a ton of platforms and don't have to deal with c++
>>
Seems pretty cool. I have the same mentality you do about unreal engine.

>>498197
What dont you like about it?

Yo people of Turbosquid.

> What sells best, what worst?
> How much Work do you have to put in so people buy your stuff?
> How long does it take to get noticed and stell anything?

And most of all:
Is it worth it?
If not, why do so many people use it?
20 posts and 2 images submitted.
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in 5 years I've made 2.50
Turbo is for professionals, if you want to sell assets do unity store or freelance.
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>>498180
You must have made something useless.

Fully rigged human women do well, depending on the design.
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>>498237
Pricey, but they do well. If you can make it cheaper, and just as good, or better it won't be wasted. Here's proof.

http://www.turbosquid.com/3d-model/woman/

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What's the secret behind making good concept designs?
25 posts and 2 images submitted.
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>>497639
Thinking before doing
>>
stealing
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>>497639
>secret

Hard work, attention to detail, visually identifiable, something you can actually imagine existing same as if you were standing next to it observing every detail up close.
Our brains know if something looks fake, so any design must be as sharp as the world we live in.

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Worth it?
13 posts and 3 images submitted.
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>>497604

Overpriced?
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>>497602
>Free program
>Pay as much as a MayaLT subscription just to learn it
>>
Just torrent you dumb ngr.

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Who thought it was a smart idea to make the material editor so idiotic?
Why is the option to add a texture to your material channels not readily available from the beginning?

Nevermind the fact you have to google where to find the material editor in the first place unless you want to click on every fucking button looking for it, versus any other 3D application where you will always find a clearly labeled menu related to materials and anything else, and some sort of right-click menu for adding a material directly to an object.

What's the fucking point of the top menu called "Window" if it doesn't actually list and open the various editors in Blender, like a material editor? There's only a few things under Window, whereas the things that should be there are for some stupid reason off to the left of the File menu, inside an icon that is usually associated with opening the INFO documentation in all other softwares... The amount of bad design decisions in this program is bonkers.
70 posts and 8 images submitted.
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>>497427

actually its very clever made material editor.
the UI of Blender is one of most advanced on the market. You need to get comfortable with it and you will love it.

if you want to have material collection instead to make your own just go with substance painter or substance designer.
>>
I guess you'll have to go through the source and unstupid all the features.

And if you're unwilling to do that, then you now understand why there are so many problems like this.
>>
>>497432
It's not clever at all, it's counter productive, especially to people learning the program. I don't want a material collection, I want it to not be organized idiotically. I have many years of experience with other 3D programs, materials are not foreign to me.

>>497433
Exactly. Blender is a mish-mash of mediocre coder's code, all with their own ideas of what they think is good from a programmers perspective instead of an artist's perspective. I want to kill myself just trying to navigate this POS. Every other 3D program I've learned has had things clearly do what you'd expect them to when clicking on a button, and has things in smart places that make them easy to find.. This is just.. wow.

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There are tons of sites where you can sell clean 3D stuff but what about the adult rated items?

Is there any good site for selling 3D dicks for Poser/DAZ Studio? Is Renderorica any good?
37 posts and 2 images submitted.
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>>497371

I can't speak to the level of business or anything there, but I knew the guy that founded it (Legume) before he even had the idea for the site. He is a massive douchebag, and -hates- 3d being used for porn. He founded it because porn makes money, not because he personally supports it.

If he's still involved with it, you can expect an ambivalent attitude toward any problems you have or piracy of your stuff, just because of how he views 3d porn in general.
>>
>>497371
PORN AND THE INDUSTRY.
>You won't ever get work
>>
>>497371
>Is Renderorica any good?
Yes, it is. Lali's Bits is popular for a reason and Davo is a god of monster rape props/creatures. A number of Renderosity/RDNA vendors also sell there although they might not use the same names.

>>497395
> I'm literally pulling things out of my ass, look

File: Blender_Viewport.jpg (242KB, 1920x1040px) Image search: [Google] [Yandex] [Bing]
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Why the fuck does anyone find blender confusing??? Look at fucking max, you have to fiddle between the buttons to SCROLL.
Or fiddle at the fucking arrows to move something.
It's completely retarded.

Also I don't know alot about max, but if the viewport of blender looks better than most max renders, you do something wrong.
58 posts and 6 images submitted.
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>>496901
Uh, nobody argues that Max is intuitive either bruh. In fact, Max is generally considered to have one of the worst UIs of the industry.
Maya is a lot better than Blender's though, current Maya that is.
>>
>>496902
>current Maya that is.

nope. working in maya but mostly it gets dropped because of UI clusterfuck.
>>
I've found that Cinema has the easiest UI to learn, but is also the most lackluster application. Blender is kind of middle point. Maya and Max are somewhat harder just for the cheer amount of features and redundant menus it has and whatnot. Zbrush is a fucking mess though.

File: substance 5.3.jpg (109KB, 560x373px) Image search: [Google] [Yandex] [Bing]
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>pathtracing
>Unlimited resolution

I don't know what these mean.
Why should anyone be looking forward to these?
These seem like features geared more to the high poly concept art crowd (like keyshot)?
Are these just marketing buzzwords?
43 posts and 6 images submitted.
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>>496158
Forgot link:
https://www.youtube.com/watch?v=XLNd1PKCTe0&feature=youtu.be
>>
path tracing is a lighting algorithm for GI, comparable to ray tracing

>geared more to the high poly concept art

if you're not gonna use substance designer as your main renderer it won't do much for you

unlimited resolution is pretty buzzwordy
>>
>>496168
>if you're not gonna use substance designer as your main renderer it won't do much for you

Understood, but this type of rendering is more for highpoly, with advanced reflections and stuff too intense/not applicable to typical game art/real time presentation, right?
I THINK that rendering approach is used for a more "bells and whistles, kit n kaboodle plus the kitchen sink" type renders.

File: discord123.jpg (12KB, 400x400px) Image search: [Google] [Yandex] [Bing]
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So, I decided to make a /3/ server on discord where we can lounge around and chill/discuss anything 3dcg related. For those of you who don't know, Discord is a new chat client that is basically like IRC and Skype had a lovechild. It's pretty comfy. It works on browsers, windows and android. So far there are only 2 other people besides me there, which is alright considering I made the server 5 minutes ago. Hopefully it can grow. Anyone is free to join. You don't need to register, but if you want to claim a username you can do that. Here's a link to the room: https://discord.gg/0Y4utWZT6cx51rVz

Bellow I will post a screenshot of what the interface if anyone wants to see what it's like.
26 posts and 2 images submitted.
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>>495771
4 active in the room so far.
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>>495779
Come on people don't be shy

WIP thread

>amidoingitrightguys
339 posts and 114 images submitted.
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>>495318
no photo-realism/10
>>
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>>495318
I rike it

Another WIP im working on atm
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File: 3dcg_WIP.jpg (1MB, 1500x882px) Image search: [Google] [Yandex] [Bing]
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how the fuck did you manage to lose the thread picture. two threads in a row. here's full res.

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so which one of u was it?
37 posts and 3 images submitted.
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>>494445
is the guy bitching about the design or the execution?

man redditors are fucking retarded
>>
>>494451
well, the snake does look like like it's seen some shit (literally) and wants to escape at all costs
>>
So they didnt hire him because he put one whacky design in his portfolio even though the others where looking good?

I guess that matches with my stereotype about stuck up humorless redditors.

File: 3 badge.png (463KB, 1080x1080px) Image search: [Google] [Yandex] [Bing]
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Sup /3/

We're qualified for the next 4chan Autumn Cup but our last manager died so we're gonna need a new one or we'll be disqualified.
Signups for the cup start are in like 10 days, so we'll need one pretty soon.

Anyone interested? I know the last few times we had a thread there were folk getting involved with the team, but that was a good few months ago so I'm hoping that interest is still here.

Here's our wiki page for anyone needing to read up on things:
http://implyingrigged.info/wiki//3/
88 posts and 21 images submitted.
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File: 3 roster.png (37KB, 678x401px) Image search: [Google] [Yandex] [Bing]
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>>494144
Here's our current roster, open to ideas of course if a new manager appears he can change them to the board's liking
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>>494144
I Really, really want Alioto and Millenia as players
>>
no anal terror ui?

Have you ever hear the Tragedy of 3D Software?
15 posts and 4 images submitted.
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>>496233
Your new Subscription? Anon. My Allegiance is to single payment products, to sustainability.
>>
I know there are things about the /3/ that they aren't telling me.
>>
>>496235
Alright. I see what your doing there and i agree. Subscription plans are unsustainable.

You expect a studio or artist to always be paying you for a product your now renting instead of owning.

I may as well do programming now or go back to doing it with numbers in note pad.

File: shader_test.jpg (48KB, 640x480px) Image search: [Google] [Yandex] [Bing]
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So I am trying to get this effect that works based on the light of the scene.

I came to found this pic on a forum but it was mostly about how to achieve it in Maya (have the pic of the shading network, I'll post it next).

I get the first part of the process, but with what images I need to use to achieve it but I dont get how to make it react properly to the light.
24 posts and 12 images submitted.
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File: shading_network.jpg (94KB, 800x625px) Image search: [Google] [Yandex] [Bing]
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The shading process
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File: shader_max.jpg (63KB, 640x480px) Image search: [Google] [Yandex] [Bing]
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What a guy managed to do in 3dsMax (forgot to say it but its where I am trying to get it to work too, sorry)

I can get it to look like this but its still very far from the other look that fits more with what is wanted
>>
what have you tried, fag

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I love the level of detail height maps give my terrain. Is there any way I can use one in a character? For example, I'm recreating the Phantom of the Opera in real time, and for the pahtom's facial deformity, I need a pretty good level of detail to capture the effect of the mutation.

I don't want to use bump offset/normal mapping, since I want real height to this deformity, not the illusion of height. I don't like tesselation, it's GPU expensive since a model has to be subdivided.

I haven't looked into UE4's displacement mapping system a lot, but I do know that it might suffice.
11 posts and 1 images submitted.
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>>495815
>, since I want real height to this deformity

I've got a KURAAAAZY suggestion.

What if you used POLYGONS to do this? Insane, I know.
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>>495828
The lack of understanding about computer graphics in that statement is too damn high
>>
>>495838

What? He wants a high detail model and normal maps aren't strong enough. He should just fucking model the detail into the mesh if he thinks he has the budget for it. Using the heightmaps will have the exact same performance hit, but require much more work to get looking good on a moving, deformable mesh.

Go eat a dick.

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