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>> No.695090 [View]
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695090

>>695081
My point was that you can practice those things in three dimensions as well, and for that matter the act of drawing isn't necessary. I will agree with you that it may be simper and removes some tools/software barrier that someone not familiar with 3D will have, but if you're familiar with ie. Zbrush though, then there's no real reason to practice volumes/form/shape/etc with a discipline that is not your end goal.

Overall I think we agree but to me it all depends on how familiar or not you are with the tools and what you want to focus on first. Personally I would learn the soft and then anatomy, but someone who would want to learn anatomy/form first then yes, drawing would do the trick.

Finally, no need to use buzzwords and caps, mate - I'm not some trolling blendlet. And just so you know, as a happily employed senior 3D generalist I can admit I'm shit at drawing but learned the necessary complementary skills via other things like photography and traditional sculpting. So yes, drawing is useful, but let's not pretend it's 100% mandatory or even the most productive thing to do for someone who wants to focus entirely on 3D.

>> No.691874 [View]
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691874

>>691863
wtf? there are shit tutorials for all softwares anon

>> No.687634 [View]
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687634

>>687621
>>687624

>>687629
this is correct

working with pajeets equals getting the bare fucking minimum of whatever you're asking for, and communication is generally atrocious

at multiple occasions i had them on calls and it was like 12 random illiterate mongoloids were present and the whole thing was taking place in a backward with angry dogs fighting a squad of crying babies

dumping those incompetents was one of the most useful thing that ever happened to the gigs i was working on at the time

>> No.685000 [View]
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685000

>>684998
I don't think it ever got remastered in any way, so what you saw is most likely the unaltered original version with original textures

>> No.682984 [View]
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682984

>>682974
>PBR
>SNES & N64
pick one

>> No.680664 [View]
File: 165 KB, 639x462, 1466474807488.png [View same] [iqdb] [saucenao] [google]
680664

>>680663
>make sure that people can't resell their products
are you joking?
rule #1 of any copyrighted shit: cannot resell
what you create with the software is owned by you though
why the f does that need explanation

>> No.678371 [View]
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678371

>>678352
Zbrush.. for the better and the worst
It's UI and some of the workflow is retarded, but it remains an amazing and all powerful tool in all accounts. It's just pain in the ass to learn..

>> No.676668 [View]
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676668

>>676641
you're wrong, anon
10+ years Max and Maya user with a full time job working with AAA companies here

i come here for the laughs, the cringe, and the occasional decent discussion

anonymity is amazing, the top lead AD of ILM could hang out on /3/ and you would still call him a talentless blendlet out of sheer spite

>> No.675364 [View]
File: 165 KB, 639x462, 1466474807488.png [View same] [iqdb] [saucenao] [google]
675364

To be fair it's quite nice, nothing groundbreaking but it's more than passable. I don't really like the main character model, but other than that it's pretty cool. The compositing and creature design especially seem to be the high points overall.

Let's note that the artists who worked on it are quite kickass too. Julien Kaspar is a personal favourite.

>inb4 this short gets mentioned all the fucking time by blendlets now as the best thing since sliced bread..

>inb4 hurr durr RIP Pixar RIP autodesk

>> No.675363 [DELETED]  [View]
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675363

To be fair it's quite alright, nothing groundbreaking but it's more than passable. I don't really like the main character model, but other than that it's pretty cool. The compositing and creature design especially seem to be the high points overall.

Let's note that the artists who worked on it are quite kickass too. Julien Kaspar is a personal favourite.

inb4 this short gets mentioned all the fucking time now as the best thing since sliced bread..

>> No.674184 [View]
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674184

>>674183
or he's just too pajeet to recognize a great tool when he sees one

i mean.. im doing 3D jewelry for a client these days and he pretty much told me to just IMG 2 OBJ some shit from etsy and tweak the result a little so it doesn't look 100% copied haha

easyyy monaaay

>> No.673265 [View]
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673265

>>673261
My post had nothing to do with the low cost of tools, but more about your artistic and technical proficiency to execute ALL the steps of the pipeline in a proper, high quality manner.

Even great 3D generalists aren't truly "do it all" artists; some people and tasks are more technical, while others are more artistic. For instance, you wouldn't expect a great lighting/rendering artist to be as skillful in rigging/skinning, for obvious reasons.

The "know it all, good at everything" candidates often have the shittiest resumes out there, because they're over confident that they can do everything.. when it fact they can barely make one thing past a pajeet beginner level.

>> No.664830 [View]
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664830

>>664829
>it wouldnt change the image lighting if i added a HDRI, just the color information

well, here's your main wrong assumption
if that's the result you get, it means you don't know how to properly use HDRIs
there are hundreds of tutorials online that you could watch to learn how they work.. but no, just keep arguing here mate

>> No.657484 [View]
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657484

>>657470
I kinda agree, but I'm still convinced that even if you're just practicing your skills, you still need to be able to produce final proper results at least once in a while and not cut your process short before it's the best you can make out of it. Accuracy and details in the lighting and surfaces are so important in rendering that I don't see how one can be satisfied with 5 second noisy, flat, and badly anti-aliased images with zero compositing. It's okay while working, but not for final images or anything that would have any remote potential as a portfolio piece.

Rendering overnight or whenever else doesn't impede a learning process at all and can allow you to spot mistakes and things to fine-tune further in your work that you wouldn't have caught otherwise with a low-res quality bar...

>> No.645374 [View]
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645374

>>644708
Hey OP, start by asking yourself what you want to focus to be in the world of 3D

A generalist will usually have to learn many softwares, commonly:
- 3dsmax or Maya as the all-purpose sotfware
- Zbrush for sculpting
- Substance or Mari for texturing
- Photoshop, obviously

If you want to get into animation, Maya would be a better alternative to 3dsmax.

If you want to be a modeler, sticking to Zbrush and 3dsmax would do the trick.

For rendering, 3dsmax+Vray or Arnold is a great choice with MANY tutorials available everywhere, otherwise Maya+Arnold or Renderman is top tier as well.

Going into VFX instead? Maya, Houdini, and Nuke would be your best option

Think about what would interest you most, focus on it as a starting point, get the right tools that will help you reach your goal, and don't hesitate to ask for help

>> No.635588 [View]
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635588

>>635576
1. Somewhat false
2. Absolutely false
3. Correct

Get actual tutoring for 1-2 years is great advice.

>> No.631543 [View]
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[ERROR]

>>631472
>Very low pay
>Have to work 16 hours a day to keep up with everyone
>Can get fired at everytime
All depends on your skills and dedication to your art m8

>Outsourcing is killing the industry
Just work for an outsourcing company you mongoloid

>>631510
>Getting work at any aaa studio is the golden ticket, even getting laid off after a big project fails you get 2-5 years of great pay. A big movie project you will still be a year or more of work.
Implying it's worth it to learn 3D skills to bet on 1-2 years of work when it actually takes 3-5+ years to be employable on a AAA project. You're pretty much guaranteed to start in a small company to build experience desu.

>>631533
This

>>631534
USA, Canada, Singapore, Brazil, even Japan, yes.. but India? No, just no, they cost close to nothing but it shows: the work is fucking crap. India is only good if you want the cheapest possible thing out there. Pajeets don't even try, they collect their 8$/day paycheck and keep their fingers up their asses until it's time to go home.

>> No.628985 [View]
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628985

>>628973
depends on the quality, budget, and purpose of the project desu

unreal has good results and is especially suitable to virtual tours or interior videos and whatnot.. its also quick for mockups and doing a bunch of iterations, but the GI and reflections are still very average and the final product always looks quite 3D

highly professional and realistic projects still rely on the quality and shading/lighting accuracy of offline renderers, which all now support GPU rendering, so it's possible to reach top quality with the advantages of working in realtime

>> No.615121 [View]
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615121

>>613199
if the company doesnt pay for overtime, usually you'll be inclined to do it as part of the team effort and they may provide you with pizza and beer and shit, and after the project is over, you'll get some paid free time. its not 100% fair, but its not as worse as you put it

personally my overtime is paid and I'm not forced to do it, I just choose to because I value the quality of the visuals we put out

>> No.601260 [View]
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601260

>>601171
depends on a few things:
>kind of asset (organic vs hardsurface)
>if it's going to be animated
>your workflow and your speed with each techniques

just pick what makes sense in the context m8

>> No.599921 [View]
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599921

>>599920
>you know it's a photo right?
>giant lizard monster in a blockbuster movie
pick one

>> No.599646 [View]
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599646

>>599603
don't look for tutorials
just hire blenderfags on /3/ and reverse-engineer the fucking mess they come up with

>> No.590875 [View]
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590875

>>590866
Yeah if you're working with unusual materials or plan to create stuff that isn't 100% PBR, better go with the specular workflow for more flexibility.. otherwise anything considered dielectric will have its IOR and Specular values locked. You could technically have metalness maps with grey values, but that doesn't make much sense in the real world.

>>590862
It's very useful to have a standard workflow when it comes to realistic or somewhat realistic games. For very stylized stuff, I'm guessing it's alright but not mandatory, though it probably helps the integration inside PBR engines (shaders, lighting, camera post-effects, conservation of energy, etc.)

>> No.581843 [View]
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581843

>>581821
agreed, though you expect way too much of /3/
hell, being 3D waifu material is more important than basic knowledge here

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