[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG


View post   

File: 150 KB, 1259x881, 1.jpg [View same] [iqdb] [saucenao] [google]
713938 No.713938 [Reply] [Original]

how do you think i can improve?
1/2

>> No.713939
File: 91 KB, 1091x903, 2.jpg [View same] [iqdb] [saucenao] [google]
713939

2/2

>> No.713942

>typical blendlet thread

>> No.713949
File: 72 KB, 921x819, mayablendertrends.png [View same] [iqdb] [saucenao] [google]
713949

>>713942
It's not about software. It's about skills.
Instead of fighting, you should consider that Blender is growing, while e.g. Maya is only kept relevant, because of traditions in a few major companies and the focus of Indian and Pakistan slavewagers.

The trend and consequences are clear:
Traditional big studios are slow to adapt, because they have rather rigid structures, but when they switch... schools and others will follow.
Obviously this won't happen over night. It takes a few years and if you look at the image, you'll understand that we are exactly in this transformative period.

>> No.713952

>>713949
Ok retard

>> No.713953
File: 186 KB, 220x220, 1565325884766.gif [View same] [iqdb] [saucenao] [google]
713953

>>713949
>Maya is only kept relevant, because of traditions in a few major companies and the focus of Indian and Pakistan slavewagers

>> No.713954
File: 75 KB, 917x819, mayablendertrends_2004.png [View same] [iqdb] [saucenao] [google]
713954

>>713949
It's even more clear, when you look at the long trend.

>> No.713955

>>713938
Don't worry, I was a troll too, you'll grow out of it.

>> No.713956

>>713954
Do you know how long it's taking big studios to switch their pipelines to USD? Yeah, months. Not years: months.

Meanwhile, where is Blender? Why aren't studios switching to it?

>> No.713961

>>713956
switching pipelines is not the same as reeducating the entire staff of talented artists.

>Meanwhile, where is Blender? Why aren't studios switching to it?
They do. Not the big ones yet, but you can see it in marketing companies as well as small-mid gaming studios.

>> No.713964

>>713949
what does maya have to do with anything
who even mentioned it
who even uses maya for modelling wtf? its a rigging and animaiton software

>> No.713965

>>713938
Jokes aside I can do decent sculpts but then I hit the point where I go
>oh fuck all this work is useless unless I learn how to add separately moving parts and repoto, texture and rig the whole fucking thing

>> No.713968

>>713939
nobody can improve on absolute perfection

>> No.713974

>>713964
it's an anti-blender troll thread. Just pointing out that the "industry standard" is losing in market share.
Ten years ago Maya was so dominant it was THE modeling tool for most art students, who wanted to become 3D artists.

>> No.713985

>>713974
its not the industry standard modelling tool though, and it never was

>> No.713988

>>713974
>he believes that Google Trends is an accurate reflection of professional market share

>> No.714014

START WITH LOWPOLY STUPID BLENDLET

>> No.714038

Check out my work

https://www.behance.net/gallery/89137209/Ironmans-helmet

>> No.714041

what a shit board

>> No.714164

>>713938
Looks really good can’t see anything to improve

>> No.714191

>>714041
hey, it gets better

>> No.714197

>>713938
well done
https://i.4cdn.org/wsg/1575781658319.webm

>> No.714241

>>713988
it does reflect popularity and interest and real market share numbers are hard to find. Too often you'll see Maya in the same cluster as Photoshop. Additionally Blender is not analyzed as it does not sell the product.

>> No.714265

>>714241
>real market share numbers are hard to find.
True. Go visit a few studios though, and you'll have a better guess of market share.

There are many more hobbyist than professionals, and Blender is the preferred tool by the former. It's no surprise that it would be higher in Google Trends despite having barely any presence in professional environments.

>> No.714286

>>713953
Imagine wanting to be Dwight Scrottum.

>> No.714308

>>713938
maybe start by not making an ugly ass monstrosity. Then, watch some tutorials and get better.

>> No.714309

>>714197
thanks fag, very cool

>> No.716385

looks good keep up the good work

>> No.716404

>>713938
>>713939
unless you are trolling, it's very easy to sculpt monsters. just slap whatever you want and it will work. even then I highly doubt the legs will even support that body.
try creating a human instead.

>> No.716468

>>716404
>just slap whatever you want and it will work
Bad advice. You need to be competent in anatomy to make believable creatures. It doesn't have to be a knowledge as extensive as is necessary for human characters, but still.

>> No.716469

>>716468
I agree with this anon. The reason monsters work in certain genres is because the artists understand anatomy, then they DISTORT it. Body horror wouldn't exist without the creators purposefully making your retard ape brains go "Wait, th-that isn't right!" But the next step is to make the people think about how it got that way in the first place.

>> No.718275

>>713938

Imagine you're sleeping at night and this thing breaks down your wall and starts slapping your belly with his paddle hands

>> No.718363

>>713938

dont make every look like a wobbly piece of poop?