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๐Ÿงต What in the flying fuck is kitbash?

Anonymous No. 844076

is it some kind of library of assets or a method where you rip off other work for the parts?

Anonymous No. 844078

>>844076
yes and yes

Anonymous No. 844104

>>844076
It's a method from movies and warhammer and IRL miniatures where you cut apart toys and shit to create new models from pieces of diferent toys.

It's how the original star war ships in the movies were made from car toys.

Anonymous No. 844124

>>844076
its taking parts of something and reassembling them to make something new. Its good for concepting

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Anonymous No. 844125

take a bunch of assets. smash em together. everyone does it and it looks dank. just make sure it sort of makes sense. here's something I kitbashed. i went sort of overboard but whatever

Anonymous No. 844127

>>844125
>greeble hell
yes, drown onlookers in visual noise until the quality of your models and the overall composition doesn't matter anymore.

Anonymous No. 844131

>>844125
Did you really do that anon? That's a great example of why the general audience won't give a flying fuck about the nitty gritty details (I really mean no offense) and what the detailed oriented CG artist will put in with fine detail that will make a scene stand out.

It's a fine balance OP.

Anonymous No. 844212

>>844076
yes

Anonymous No. 844341

>>844076
1. Can't draw and want to iterate through ideas?
2. Can't art at all?
Answer: Kitbash. For 1. you're essentially thumbnailing at 1/100th the speed. For 2. you put your '''''art''''' up on some obscure subreddit where people don't recognize the assets and you get upvotes.

Anonymous No. 844345

>>844076
> take a bunch of random shapes
> glue them together
> woah new shape look how cool it is

that's kitbash

Anonymous No. 844346

It's a way to reuse your old shitty failed projects and then frankenstein them together into something that works.

Anonymous No. 844634

>>844125
This is not effort shit art though. Whats the point on calling yourself a 3d artist/env artist when you fill your scenes with pre-made assets?

>b-b-but the end result matters!
No it doesn't. Thats 50% of it. The other 50 is how you made it to look that good.

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Anonymous No. 844646

>>844104
>It's how the original star war ships in the movies were made from car toys.
every kind of toys, but a lot of planes and vehicles
>>844124
that's a bingo
noobs don't know about concepting, they think concepting = production
>>844125
>everyone does it and it looks dank.
Everybody does it because they are cheap and lack creativity/ability and discipline.
You result looks random and lazy, doesn't help that your compositing and framing is bad or is the image part of an animation?
>>844127
>yes, drown onlookers in visual noise until the quality of your models and the overall composition doesn't matter anymore.
Why is is that 99% of people that use kitbash / greebles, don't design proper primary and secondary shapes and instead of using the smaller random greebles with purpose and distribute them with resting space for the eye in mind, they just drown every surface in visual noise without any form of balance?
>>844341
Fuck the noobs and dilettantes for tainting a valid method of concepting/production with their incompetent lazy shit.
>>844345
>that's kitbash
that's the retarded variant of kitbash noobs use without knowing what they are doing.
>>844346
if it works, then it works. Kudos to the artist who can turn shit into gold.

Anonymous No. 844652

>>844634
>Whats the point on calling yourself a 3d artist/env artist when you fill your scenes with pre-made assets?
it is the job of the environment artist to create a whole scene from assets, going from A (assets) to B (scene). In an production environment it does not matter who makes A as long as B is satisfactory.
>No it doesn't. Thats 50% of it. The other 50 is how you made it to look that good.
Nobody cares how you get to a result as long as the result is good. ESPECIALLY NOT the customer. ONLY other 3D artist care.
Stop blaming environment artists or VFX artists for not creating their own assets. Their focus is on the whole not on the individual pieces.
Its like blaming an an interior designer for not designing and manufacturing the furniture.
You are confusing the workflow of an 3D generalist (who is supposed to be able to do all disciplines himself) with the workflow of an specialist. An environment/VFX artist is a team player, dependent on the work upstream from the asset production team.
Having said that, A good VFX artist or environment artist has to be able to model decently, but his job is ONLY to model the custom pieces that are missing.
What you are pissed off (rightfully) are artists who pretend to be more than they are, who cannot do their own stuff and misattribute the work of others as their own.

The right attitude towards kitbashing is
A) useing it as a fast method to get a decent design using random stuff (then flesh it out later with proper detailed custom pieces)
B) using it sparingly on top of your own design, to flesh out less important areas of your work with maximum production speed.
C) building your own custom kitbash library with proper modelled pieces that are unwrapped and shaded and that are good enough that they hold up if you get close with the camera

pic related, my own custom kitbash library (WIP) that I did on the side with the goal of using it for spaceships.

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Anonymous No. 844653

>>844652
forgot pic

also, a recommendation.
If you are like me and have a problem with procrastination and lack of motivation occasionally, building your own kitbash library on the side is a good exercise.
If you're not feeling like working on your projects, instead of being lazy and neglecting work for short-term pleasure, do at least one kitbash piece on that day in like 20-45 minutes.
Over the weeks/months you will see your library grow and feel good about it, because you did at least something (small).
"constant dripping wears away the stone"
I often did these pieces while watching a (boring) movie. So you can have both entertainment while being productive.

Anonymous No. 844665

>>844652
Firstly I was talking from a artist standpoint not a consumer standpoint. So there goes some of your failed points. I'm making the argument that a environment artist who uses nothing but pre-done assets will learn nothing.

>Nobody cares how you get to a result as long as the result is good.
Your hiring manager will care. Any person willing to hire you will make these points during the interview. "Can you model this and that" answer: "Well no, I never learnt how to do it in the first place, I just used other peoples work, oops"


>Stop blaming environment artists or VFX artists for not creating their own assets. Their focus is on the whole not on the individual pieces.
Its the individual pieces that make up the whole. You're getting confused with a LEVEL artist, whos sole job is to place assets in the level and other placement things like that.

>Its like blaming an an interior designer for not designing and manufacturing the furniture.
You might be slightly stupid but that's a entirely different irrelevant analogy. I mean its literally in the name: DESIGNER. You design the space, you're not required to make up its parts.
So when we think environment artist: Person who makes up the environment. I mean its a pretty simple title.

>An environment/VFX artist is a team player, dependent on the work upstream from the asset production team.
Not when the asset production team are themselves. This whole thing varies from company to company. Some expect different things out of certain tiles like env artist.

>but his job is ONLY to model the custom pieces that are missing.
No its not. That would be called a 'set dresser' or 'fill prop artist' - really depends on which company were talking bout there.


>The right attitude towards kitbashing is
Here's the right attitude: If you call yourself an environment artist you should be capable to do it all yourself. Modelling isn't hard. Material creation isn't challenging, and texturing is easy.

Anonymous No. 844670

>>844665
>You're getting confused with a LEVEL artist, whos sole job is to place assets in the level and other placement things like that.
Possible - I was under the impression that Level artist and environment artist has become one discipline since modern games have realistic environments not Levels and that discipline also includes the roles of set dresser.

I knew somebody who was working for CIG on Star Citizen as environment artists and there are people in his department which create assets and procedural tools and then there are those like him who do nothing but create environments using the custom procedural tools and work with the asset library.
His official title was Environment artist, but you might argue that he was more of an Level designer and set-dresser.
So I might be slightly off in my understanding of the definition of environment artists and his example is an exception rather than the rule. I've never worked in this discipline in an bigger pipeline.
It was my intention to give those guys some slack and be polite rather than bashing them over the head by illuminating their weakness.
I am not trying to make excuses for myself, because I am an generalist who does everything (without cheating) as evident by the fact that I even model my own kitbash library.

Anonymous No. 844681

>>844634
>>844665
so wrong. Yes everyone in 3d should have some basic ability with modelling, but the majority of the work is everything else. If you can make stuff move in a convincing way and use all stock models to do it you're eminently more employable than someone who just modelled and presented a still render. Prop modelling is all going to India/ China, plus with USD in house model libraries are gonna be much more robust. All anyone cares about in jobs, beyond a basic quality level, is speed and iteration turn around, not your ego when it comes to authoring every single vertex. No one would be turned down for an Env Artist gig because they used megascan grass assets instead of making their own. If you spent the time making that stock grass move realistically, instead of reinventing the wheel, then again you're more valuable than some virgin screaming about how important it is that he made his own grass cards.
Generalist 3D is about picking your battles, because time is a real thing and the amount of potential 3d artists that fail because they never get beyond modelling is probably most.
>>844125
This is great. Ignore the modelling martyrs and their pathetic seethe.

Anonymous No. 844682

>>844681
>Prop modelling is all going to India/ China
Stopped reading right there. Way to discredit your argument.

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Anonymous No. 844684

>>844670
you sound like a nice guy so I guess we can agree to disagree on some of the points we both made. Apologies if I came off just all negative.
I do want to state that I do agree with quite a few points you made also.

I also know someone who works at CIG but hes a weapons artist.

>I am not trying to make excuses for myself, because I am an generalist who does everything (without cheating) as evident by the fact that I even model my own kitbash library.
I also have this mentality, but I haven't made my own kitbash library since most of my work are unique and different from eachother.

Anonymous No. 844687

>>844681
>Generalist 3D is about picking your battles, because time is a real thing and the amount of potential 3d artists that fail because they never get beyond modelling is probably most.
Is it possible to be mediocre at modelling / sculpting and still get hired if you can do other stuff ?

Anonymous No. 844705

>>844687
Of course. Think about animators. They're given a model and a rig and that's all they know. You'll see the same models used for their reels over and over again. It can actually count against them to use their own models, because they're changing character based purely on their focused skill. As a generalist you'll be judged by the worst thing on your reel. So good textures and lighting on a stock model is better than good textures and lighting on a mediocre self-made model. Or say you wanted to show off some cloth fx, use a stock gray shaded human model and not your own sculpted and textured characters. People have to sit through hours of reels and like to see focused examples, not have to pick through someone's do-it-all mess of highs and lows. That's when they skip to the next one.

Anonymous No. 845230

>>844125
kino