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๐งต Untitled Thread
Anonymous at Wed, 27 Oct 2021 03:07:35 UTC No. 858490
Blendchads... I fucking KNEEL!
Anonymous at Wed, 27 Oct 2021 03:54:58 UTC No. 858493
I feel bad that after so much work it still looks extremely uncanny.
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Anonymous at Wed, 27 Oct 2021 06:48:29 UTC No. 858519
>>858490
*teleports behind you*
Anonymous at Wed, 27 Oct 2021 14:07:36 UTC No. 858562
>>858493
Post your work, pisslet
Anonymous at Wed, 27 Oct 2021 16:55:20 UTC No. 858600
>>858490
looks like a plastic figurine kek
blendlets will never learn
Anonymous at Thu, 28 Oct 2021 23:15:32 UTC No. 858918
>>858493
I feel bad that you're still such an absolute beginner, such an absolute less than amateur, such an absolute bottom of the barrel retard that you can't separate technicals (i.e. the methods employed + workflow) from the art direction (i.e. the creative choices that resulted in a specific look or outcome and thus could easily be changed).
Sadly /3/ is filled with people like you. Don't bother posting your work, you don't have any.
Anonymous at Fri, 29 Oct 2021 01:04:32 UTC No. 858934
>>858490
Gunter Friedmann. Is it really that time again?
Anonymous at Sat, 30 Oct 2021 03:50:46 UTC No. 859085
Seeing this makes me wanna rant about SSS as it is broken in all software. The insides of the body are much darker than the outsides, so ideally you would use a dark color for SSS and a very light color for skin. That way it will look good in both normal and strong lighting conditions.
When strong enough light hits the insides of the body they should light up at a very high rate as they are luminescent and redish/pinkish/orange. You can't achieve this currently.
Without a proper flesh shader, you will never get physically correct results without cheating.
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Anonymous at Sat, 30 Oct 2021 08:04:07 UTC No. 859101
>>859085
How about layered SSS shaders with separate shallow/mid/deep colors?
Anonymous at Sat, 30 Oct 2021 10:09:45 UTC No. 859116
>>858490
After metahuman was released why do people still spend time trying to create photorealistic humans by hand?
Anonymous at Sat, 30 Oct 2021 10:49:06 UTC No. 859123
>>859116
metahuman looks uncanny and the results always look like a certain race
Anonymous at Sat, 30 Oct 2021 11:33:30 UTC No. 859130
>>859116
just /v/ tourist things
Anonymous at Sat, 30 Oct 2021 11:37:30 UTC No. 859132
>>859116
probably just want to learn proper topology and/or edge flow so as to not rely too much on other tools
Anonymous at Sat, 30 Oct 2021 11:43:17 UTC No. 859134
>>859116
If you're an artist it's not about what someone else can do, it's about what you can do.
There is no artistic satisfaction in using other peoples artwork.
Metahuman was always doomed to be employed by the dazlets of this world who lack any real skills
and thus end up mismatched to whatever other content you try to merge with it.
If you can make a realistic looking human you've developed high level skills that enable you
to depict pretty much anything you can conceive of. You in the habit of using stock art you'll
remain stuck to only use whatever is provided to you by others.
Anonymous at Sat, 30 Oct 2021 14:52:40 UTC No. 859164
>>859134
>If you're an artist it's not about what someone else can do, it's about what you can do.
I might be able to create a human with 90% of the details as a Metahuman (using various tools and techniques) but It would take me an ungodly amount of time and I would undoubtedly fail creating rigs with that level of complexity.
>There is no artistic satisfaction in using other peoples artwork.
Right, but when creating an artistic product, efficiency is more important than the notion of always doing everything yourself and avoiding 3rd party content.
The end justifies the means and the sum is always more than its parts.
>Metahuman was always doomed to be employed by the dazlets of this world who lack any real skills
>and thus end up mismatched to whatever other content you try to merge with it.
I agree that its usefulness for all kinds of games is heavily overstated, (especially with its still limited library) but that doesn't make it useless.
Imagine you are the head-poncho of a small indie team crating a Single Player Spaceship combat game (think Wing Commander Clone).
Metahumans gives you a cheap solution for high quality characters you can use for First Person Perspective content (for in-between missions) and cinematics.
I am not good when it comes to rigging and animating and I am an hobby-character designer at best, but I could design and produce spacesuits / pilotsuits and uniforms and add them to the Metahuman rig, capture full-body animations with an Rokoko Suit, capture facial animations and then polish it all up, put it all into Unreal Engine and create cinematics.
If I can do all that then its not only cheap but also easy and very efficient compared to doing it all from scratch with bespoke assets as it would take several specialists and tons of time and effort.
3000 bucks investment for an Rokokosuit and you'll only have to pay salary for one artist per month - that's a helluva cheap and easy character pipeline.
Anonymous at Sat, 30 Oct 2021 18:34:50 UTC No. 859198
>>859116
How limited is it anyway? Can I create any waifu I want and simulate porn in Blender? If not it's completely useless
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Anonymous at Sat, 30 Oct 2021 22:04:35 UTC No. 859251
>>859198
It's like Vroid studio, good if you just need to shit out something quick and premade, but too limiting to create something that looks unique.