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๐งต Untitled Thread
Anonymous at Wed, 11 Aug 2021 15:59:57 UTC No. 843633
What do you think of the quality of BigMedumSmall assets? Do you think it's good, that there are such asset packs, which make the process of ideation and visualization faster and ultimately easier? Or do you think it will breed lazy low-efford work?
Is Jama redpilled for fighting kitbash?
https://vimeo.com/585797977
Anonymous at Wed, 11 Aug 2021 16:14:17 UTC No. 843635
>uploaded 3 hours ago
idk but this is a low efford shill thread, please use /wip/
Anonymous at Wed, 11 Aug 2021 16:28:50 UTC No. 843640
>>843635
wdym? I saw a video on insta, bc I follow the director and wanted to share it. It looks cool and uses premade assets, so I also decided to create a discussion about that topic too. How is that a shill?
Anonymous at Thu, 12 Aug 2021 06:33:13 UTC No. 843725
>>843640
>https://vimeo.com/585797977
Don't worry OP, that guy is what happens when you're fucking stupid
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Anonymous at Thu, 12 Aug 2021 20:14:34 UTC No. 843828
>big medium small assets
Are you talking about pic related? Because if so I'd love to have a conversation about it.
More info:
https://www.creativeshrimp.com/the-
Anonymous at Thu, 12 Aug 2021 21:05:51 UTC No. 843840
>>843633
>>843828
Not OP but BigMediumSmall is a company that makes asset collections. The filmmaker that OP linked used those assets in the Apocalypse collection to not only showcase it, but he was testing his abilities to use Unreal Engine. There's a behind the scenes video the guy made to document his process.
https://www.bigmediumsmall.com/apoc
https://vimeo.com/585806244
As far as OP's question/s, I do think it's good such asset packs exist. When you work with Unreal, you basically are creating asset packs for your project in other programs and importing them in. (You can create stuff in Unreal but it's very clunky compared to programs dedicated to making assets. In this case, the filmmaker also used Blender and Zbrush.) Unreal has the ability to render in real time, so the amount of time spent experimenting with shots, setting up animations, bringing assets into the scene easily; all can help with the creative process over the technical aspect. The inspiration can come much easier than having to render out a scene for hours. Of course with any art, there will always be low effort stuff. A great artist will use whatever to get their message across. Some people will go above and beyond making something visually great. Some others will rush the fuck out of something and it looks sloppy.
I think OP is probably wondering if this is a form of cheating. You could argue both sides but in reality, when you make a CG film to begin with, assets are going to be made by someone anyways, even if that someone is yourself. Just because the filmmaker didn't create every single tiny asset doesn't mean he's cheating or cutting corners. He even admits in the behind the scenes video that he did it to challenge himself when it came to Unreal to understand the pro's and con's of the program. This was more of a proof of concept short.