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/3/ - 3DCG

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>> No.694108 [View]
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694108

>>694104
total mystery

>> No.693339 [View]
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693339

>>693331
stolen work or blatant plagiarism should be reported and openly shamed tho

>> No.680400 [View]
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680400

>>680336
I don't think that other anon's problem is that his work is too good if he never had a job offer in a decade.................

I guarantee you that some employers look for actual talent and won't ever consider shirt-tier pajeets (especially in north america where the budgets and salaries are usually higher)

>> No.678823 [View]
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678823

>>678812
>>678821
for 3D artists, drawing IS overrated
the thing that drawing does for an artist is practice observations skills (shapes, proportions, negative spaces, lighting, etc.) and THAT is an absolute must for a 3D artist

>> No.678391 [View]
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678391

>>678387
A shader is the thing that you plug your texture maps into and possesses the properties (often physically correct) of the material you want to represent in your 3D scene.

For instance: metal, dielectric (plastic, wood, etc.), glass, skin, etc.

It's the thing that defines the surface of a mesh once the renderer calculates how the lights hit it and whatnot.

One thing is for sure, shader =/= textures

AMA if it's still not clear

>> No.677213 [View]
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677213

>>677123
The right answer is Jurassic Park
/thread me whenever

>> No.674914 [View]
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674914

>>674902
>>674908
>inb4 the "cordial" exchange was samefagging all along

>> No.673077 [View]
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673077

>>672875
That's mostly correct yes! Though personally, I like to overlap the lighting and shading steps a bit more early (generally called lookdev) and refine them as I move toward the end. Lighting is an integral part of my rendering work, so I like to get an early draft of the direction I'm taking. It allows me to know where to focus and how I can flesh out a stronger, though implied, story along with colour and composition.

>>672877
>No idea what the 'render passes' mean, as i thought 'composite-final render' were suppose to be the part were you get all those .jpgs you rendered and line them up together with the sound files in After effects.
There's so many things wrong with that phrase....

>>672892
Correct, better to focus on some of the things here.

>>673066
>No research/references gathering
>3 3D packages needed
>No post-production
>Instagram
That's quite bad, anon...

>> No.672698 [View]
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672698

>>650519
>>672679
To be fair I used to really love Rodriguez, but in retrospect his best film is Sin City.. and it's a 1:1 copy of the graphic novel and Miller was working with him, soo.. not much original direction/storytelling to come up with.

That makes him on par with Zach Snyder and Watchmen; same situation. It's a sad conclusion...

(I still have to see Alita btw, maybe that'll help his case.. or doom it forever)

>> No.671814 [View]
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671814

>>671808
this

>>671810
not this

>>671767
For sure the biggest change in modeling as a whole has been all the sculpting tools and softwares that became essential for creating assets. They allow for easy manipulation and development of millions of polygons to reach standards that I assume would have been impossible to fathom 15 years ago.

I would probably recommend getting comfortable again with poly-modeling in 3dsmax, and once you feel more at ease with your 3D perception/flow, try bringing one of your models in Zbrush. It's going to be a nightmare at first (the UI and mindset is really off-putting), but eventually it will unlock amazing potential for your work.

Finally, consider better resources than /3/. This place is a dumpster fire, so things like Youtube and forums are going to be way better friends to tag along in your journey.

Good luck!

>> No.669903 [View]
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669903

>>668641
It's a clusterfuck course-correct that has to compensate for Cycle's inherent incorrect physical calculations and color space

Basically forget about any proper PBR or coherent photographic notions. Nobody should do rendering in Blender.

>> No.668851 [View]
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668851

>>668834
>>668842
Like this other anon said, eevee is RT, though even for that I would personally prefer other alternative because I have strong reserves with the way Blender renders.

From what I know iray is.. ok.. but for precomputed renders the top 3 would probably be Renderman, Vray, and Arnold. Vray is my personal pick, and it also now provides a quite impressive RT/GPU rendering solution that basically showcases your work in real-time and progressively refines it. It's definitely a good solution for complete scenes, quality GI, complex shading, flexible pipelines, correct physical calculations, custom nodes, rendering options, AOVs output, linear workflow, etc. Plus, it's Thanos approved.

The only downside it has imo is for fog or caustics, but then again there are workarounds that make those very manageable.

>> No.666717 [View]
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666717

>>666712
humm, quite a few things, but mainly:
- the stone pattern is obviously tiling
- the AA on overexposed whites is very harsh
- the tesselation on the chairs is apparent
- that ceramic's detail size on the panel doesn't really make sense
- not sure if the background is supposed to be a city outside a window? it looks more like a photo on a wall
- the plant on the left appears to be floating (it's probably not, but it can be perceived this way)
- the elevator doors seem very narrow

>> No.644984 [View]
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644984

>>644982
correct

I've always been a 3dsmax user, but t b h Maya is a top tier solution for pretty much everything. I find the UI/navigation harder to get around with, but that's just something that comes out of habit.

The UV editor in newer Maya and Max version are quite equally powerful and pretty much have the same options though.

At work I have to use both 3ds and Maya, and I can say that they complement each other pretty well when clients have very specific technical requests.

Without perpetuating the cliché post that Blender is fucking useless... it's worth noting that in my 10 years of experience, nobody ever mentioned or required it. It's for amateurs and enthusiasts. Could be okay for learning the basics, but then again, it's probably better to learn with an actual professional software and acquire knowledge that will get you hired and be useful on day one in the workplace.

>> No.628401 [View]
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628401

>>628391
Basically, this
With a bit of dedication and a few youtube tutos, I went from clueless to pro in like a week
Software with the smoothest and fastest learning curve I've ever seen

>> No.618960 [View]
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618960

>>618875
>The movies are terrible anyway.
Accurate

>>618870
Having to work with shit-tier Prajeet and Rakesh, I can guarantee you that if there's ever a massive move to Indian studios, VFX will get 10,000x worse

Can't wait to laugh my ass off

>> No.617387 [View]
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617387

>>617385
3D art and 2D art are often about execution (skill), while concept art is more about being imaginative

this being said, you could be a 3D concept artists, its a thing, but the many opportunities you mention are more on the execution side, where the focus is on concept interpretation and producing clean work according to specific briefs

i personally prefer working with existing concepts (even just quick sketches) and bring them to life the best I can, as there are still many ways to exercise my own creativity, especially when it comes to textures, shading, and lighting. I know other 3D artists that prefer starting with a blank page and Zbrush some shit until they get something though

>> No.613114 [View]
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613114

>>613103
being a casual user and using the right tools for the job are not mutually exclusive things you dong gobbler

>> No.611790 [View]
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611790

>>611513
kek, this

>>611457
my advice? download a free quality car model somewhere and reverse engineer how the topology was created, see how the flow is done and how the details are executed. if you're a noob at modeling and wanna start doing a car from scratch with no ref, you'll wanna blow your brains out after 4 hours

for any modeling, the best approach is: do a rough useable blocking of the general shape, subdivide where needed to add details as you move forward, keep clean quads as much as possible, and finally tweak all vertices that seem off as a last polishing step

>> No.605792 [View]
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605792

>>605540
>>605784

>anything with animation
>client requests Maya files
95% of the time
for modeling it's mostly irrelevant, but as soon as there's some rigging/skinning involved, it's game over for anything non-autodesk

>rendering and marketing pieces
>client requests Vray or Arnold setup
75% of the time
good luck trying to convince anyone you'll deliver something botched with iray, MR, or Cycles

>texturing work
>client requests Substance file
50% of the time.. this is becoming the new standard for a lot of people

>game ready assets
>client requests Unity or Unreal setup
also 50% of the time

Most clients give a shit about softwares because they have their own pipelines and technical concerns.. things have to work seamlessly on their end and they want to be able to edit source files themselves if needed.

>> No.603098 [View]
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603098

>>603089
Why couldn't you be a junior character artist? you have options:
>Small startup producing low-tier content: you will have more responsibilities and learn as you panic (super effective). They don't really know what they're doing 2/3 of the time and nothing is really established, so it's up to you to be autonomous and develop best practices to improve along side a few co-workers.
>Mid-level company producing mobile games or whatnot: You'll work on a bit more specific tasks with a bigger team and 1-2 folks will oversee anything you do and give you cues on how to get better as you contribute to various projects.
>Big-ass AAA company: You'll be indoctrinated into a fully established pipeline and be fed a million do's and don't in your first month of work on very specific tasks. You'll fuck up a lot but it's fine, other people are there to correct that shit, they won't mind or fire you because they know you're a junior and they've already filed all the paperwork for insurance anyway. You'll have nightmares about anatomy/proportions feedback but your skills will have exponentially developed after a year.

If you have to get up in the morning to sit in front of the computer to manage vertices and pixels for 8-10h/day for the rest of your career, better make it about something that you are actually interested in.

>> No.600168 [View]
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600168

>>600003
>>600027
this anon is correct

>>600008
>>600028
>>600035
this is some retarded blenderfag vomit
phong is not physically accurate
sure you can do realistic stuff in a non-physically-based workflow, but all your parameters and tweaks and settings and whatnot will be case-by-case trial and error bullshit, which is not suitable -acceptable even- in modern day professional workflows

why the fuck would you not wanna work in a physically correct manner? it's not even restricting you to realism, you can still do kickass cartoon stuff and cheat past true PBR when needed.. only a dumb amateur would argue any of that.

>> No.597846 [View]
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597846

>>597844
just do like everybody else: shitty orcs, hulk fan art, and lewd waifus

>> No.585173 [View]
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585173

>>585118
I'm starting to believe that the humain brain is way too good at reading other human faces. We've been doing it for eons, so of course even the latest CGI accomplishment will always look weird.

Gollum probably holds up today as one of the best because, though realistic as a living being, he's not human. Other creatures like the prawns in District 9 and hard surface robots and stuff also have a better chance to succeed. But humans? Sorry, no. Tarkin was nice and all, but still way off:

>Animation (biggest flaw at the moment imo, especially in the subtle nuances of facial expressions)
>Sub surface scattering and other material physical values, including the million tiny hair and fuzz messing with the skin
>Variations of tension but mass retention of muscles, tendons, and other underlying anatomical structure
>The eyes. Every single time.
>Fully simulated wrinkles and folds
>Integration and interaction with actors in live footage, saturation, contrasts, etc.

Overall, this should be done scarcely. Same goes with de-aging. Finally, ffs, let dead people be dead.

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