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Let's keep it tasteful and as SFW as possible please. Please also visit: Art

File: 1444882414888.png (244.38 KB, 1366x768, 683:384, betterhead.png)

 No.141[Reply]

post some sculpts niggas. Zbrush, blender, sculptris, 3dcoat, mudbox W/E.

viewport renders are fine.

46 posts and 34 image replies omitted. Click reply to view.

 No.242

>>241

a standard feature like that should have documentation somewhere.




File: 1456762932079.png (152.96 KB, 526x238, 263:119, 1434596261230650.png)

 No.244[Reply]

New Cycles Benchmark

Blender Institute prepared six Blender files for testing Cycles rendering with CPU/GPU, using various settings and design styles but based on actual production setups. On the links below you can inspect the spreadsheet with results, and load the .blend file collection.

The goal is to have an overview of systems that are used or tested by developers of Cycles. We aim at updating it regularly, also when new hardware comes in – and especially when render features improve in Cycles.

Most strikingly so-far is that the performance of CPUs is in a similar range as GPUs, especially when compared to costs of hardware. When shots get more complex, CPUs win the performance battle. That confirms our own experience that fast GPU is great for previewing and lighting work, and fast CPU is great for the production rendering. But… who knows what the future brings.

Feel free to post own stats and observations on this blogpost! Maybe other .blend files should be added?



File: 1455913260155.png (104.67 KB, 559x437, 559:437, Sculpt_snake_hook_rake.png)

 No.243[Reply]

http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.77

Cycles Rendering

Improved Subsurface Scattering, and faster SSS on GPUs.

Smoke/Fire and Point Density support on GPU.

Customizable motion blur position, support for rolling shutter.

Custom baking passes.

Performance optimizations for large node shaders.

Improved default settings.



File: 1411280025065.png (335.82 KB, 1920x1050, 64:35, WIP.png)

 No.10[Reply]

WIP THREAD
44 posts and 28 image replies omitted. Click reply to view.

 No.225


 No.226

>>224

why would I sculpt and then retopologize a model that is just over 1k polys when it won't make any difference to my final product?


 No.227

>>226

maybe it will?

Before I got into zbrush I tried to do organic models in blender and they were shit. After I used zbrush boom, fucking incredible models.

I will never go back to make organic by extrusion. Never again.


 No.228

>>227

http://answers.unity3d.com/questions/560663/blender-vs-mudbox-workflow-for-games.html

Answer by VesuvianPrime · Oct 22, 2013 at 12:49 PM

Deygus, a typical workflow for games:

1) Build your low-poly character in a modelling tool like Maya, 3DSMax, Blender, etc

2) UV map the character

3) Export the character into zBrush/Mudbox

4) Do your high-poly sculpting

5) Bake out the detail into a normal map

6) Apply the normal map to your low poly character


 No.229

File: 1455140350085.jpg (210.12 KB, 623x527, 623:527, 1430236566710.jpg)




File: 1444598321232-0.jpg (68.31 KB, 960x540, 16:9, the future we want.jpg)

File: 1444598321233-1.jpg (160.24 KB, 1100x1387, 1100:1387, Cold War Space Race Propag….jpg)

File: 1444598321233-2.jpg (49.53 KB, 520x341, 520:341, Soviet Space Race Propagan….jpg)

 No.137[Reply]

Original thread: http://8ch.net/bmw/res/3627.html

Hello, guys. I'm looking for someone to help me out with some American fash propaganda, or at least point me in the right direction to someone else who can help. For now, I'd like to focus on more cosmic imagery. Basically, I'd just like some American versions of Soviet Space Race propaganda. If you know where I could go to find people who can do this, or go to find people who can teach me to do this, that would also be appreciated.

 No.217

Bump




File: 1453434839192.jpg (804.38 KB, 1920x1200, 8:5, 1354789160411.jpg)

 No.202[Reply]

STUPID/SHORT QUESTIONS THREAD

Has Autodesk given a indication if they're going to push 3DSMax or Maya long term? Are they just going to keep supporting both equally forever?

 No.207

>>202

Good question, I don't know. Do you have any industry blogs you follow?




File: 1446825819214.png (265.22 KB, 1211x623, 173:89, Sketchfab.png)

 No.167[Reply]

https://sketchfab.com/

This is kind of awesome!

 No.204

>Sketchfab is the leading platform to publish and find the best 3D content, anywhere online. Millions of people make 3D models or scan the real world in 3D, why would they share this in 2D? What YouTube did for video makers, or SoundCloud for musicians, we want to do for creators of 3D content.

>You can upload files in almost any 3D format (we support 28), directly on sketchfab.com or using one of our exporters, in order to upload from your favorite 3D creation tool. Once your models are on Sketchfab, you can embed them on any web page, and share them on other platforms like Tumblr, WordPress, Bēhance, Facebook, Kickstarter, LinkedIn, deviantART…

Supports uploads from the following formats:

3DC point cloud (.3dc)

3DS (.3ds)

ac3d (.ac)

ASCII (.asc)

Biovision Hierarchy (.bvh)

Blender (.blend)

Carbon Graphics Inc (.geo)

Collada (.dae)

Design Web Format (.dwf)

Designer Workbench (.dw)

DirectX (.x)

FBX (.fbx)

Generic Tagged Arrays (.gta)

Kerbal Space Program (.mu)

Keyhole Markup Language (.kmz)

Lightwave (.lwo .lws)

Open Flight (.flt)

Open Inventor (.iv)

OpenSceneGraph (.osg .osgt .osgb .ive)

Polygon File Format (.ply)

Shape (.shp)

Standard Tessellation Language (.stl)

Valve (.vpk)

Virtual Reality Modeling Language - VRML (.wrl, .wrz)

Wavefront (.obj)




File: 1449860562788.png (224.11 KB, 960x250, 96:25, header1.png)

 No.190[Reply]



YouTube embed. Click thumbnail to play.

 No.189[Reply]

Disney's Frozen - A Material Point Method For Snow Simulation



File: 1447890918672.png (1.87 MB, 1540x702, 770:351, grants.png)

 No.186[Reply]

WHAT ARE UNREAL DEV GRANTS?

https://www.unrealengine.com/unrealdevgrants

Epic has created a $5,000,000 development fund to provide financial grants to innovative projects built in and around Unreal Engine 4. Awards range from $5,000 to $50,000, and there are no strings attached: you continue to own your IP, are free to publish however you wish, and can use the grant funds without any restrictions or obligations to Epic.

 No.187

>>186

Lel, that's not of use, it's not like anyone here has the talent to get one of these grants :(


 No.188

>>187

Inspiring, none the less. :^)




File: 1446745948097.jpg (37.09 KB, 800x400, 2:1, cdpr-default.jpg)

 No.166[Reply]

Character Artist for CS Projekt Red

http://en.cdprojektred.com/jobs/character-artist-3/

I saw this posted and thought it would be interesting to gear my studies/tutorials towards an actual, real-world job posting. What are 3D artists expected to do? To know? What would make me hire-able? What would make me stand out above the crowd?

THE VISION

CD PROJEKT RED is looking for an exceptional, talented and experienced Character Artist (who preferably has experience creating stylized characters) to join our outstanding team. The candidate for this position needs to demonstrate deep understanding of industry standard 3D character modeling techniques as well as show interest in emerging trends in this field. As a Character Artist you will be responsible for creating prominent high and low poly characters in a timely and professional manner. You will be working closely with a small team to help refine the character pipeline and processes.

DAILY RESPONSIBILITIES IN A NUTSHELL

Creating high quality Characters, Armor and Weapon Models for PC and Current Gen Console game quality in collaboration with concept and design.

Optimization of character models focusing on reducing poly counts while maintaining quality.

Maintaining the production pipeline and meeting deadlines.

Mentoring and teaching junior character artists.

REQUIRED SKILLS & EXPERIENCE

At least 3 years of professional production experience.

Experience in modeling and texturing a diverse visual range of characters and creatures.

Low poly modeling experience and expertise are essential.

Strong texturing skills are important, be able to create high quality haPost too long. Click here to view the full text.



File: 1446568033370.png (543.57 KB, 977x622, 977:622, gta5.png)

 No.162[Reply]

GTA V - Graphics Study

http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/

Here I will be talking about the PC version in DirectX 11 mode, which eats up several GBs of memory from both the RAM and the GPU. Even if my observations are PC-specific, I believe many can apply to the PS4 and to a certain extend the PS3.

 No.164

That's actually a good read.




File: 1446669834104.png (706.76 KB, 645x710, 129:142, 01.png)

 No.163[Reply]



File: 1446228525799.png (794.14 KB, 700x700, 1:1, multiview_workflow_render_….png)

 No.160[Reply]

Multi-View Render

For this 5-minute guide we will take an existent .blend file that was made for monoscopic rendering and transform it in stereo-3d ready.

https://www.blender.org/manual/render/workflows/multiview.html



File: 1446045378803.png (66.62 KB, 808x368, 101:46, blender-addon-config.png)

 No.158[Reply]

Debugging Python code with PyCharm

https://code.blender.org/2015/10/debugging-python-code-with-pycharm/

During the Ask a Developer session at the Blender Conference last weekend, there was a request for easy debugging of Python code. Fortunately, with PyCharm or Eclipse/PyDev, this is quite easy. Personally I use PyCharm, but the process should be pretty similar for Eclipse/PyDev.



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