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🧵 Untitled Thread

Anonymous No. 876662

Why does most 3d go for gayass realism than go for themes and color and style?
can someone recommend books to get a better hang of more color and style related things? For now Ive seen a variety of such stuff from blendernpr and whatnot
Does anyone have this? cant find it on cgpeers or anywhere if you have

Anonymous No. 876674

Because it's literally easier to achieve realism with modern renderers than getting decent stylization out of PBR oriented pipeline.

Anonymous No. 876677

>>876674
realism is tougher and time consuming than stylized stuff

you can cheese it but it would look like you cheesed it

Anonymous No. 876680

>>876677
its not about harder or whatever, why even go for realism

Anonymous No. 876686

>>876680
because they feel that it's appropriate for the product that they are making

Anonymous No. 876688

>>876686
Because for realism you just need to photogrammetry some assets, retopo them, and then press "make plastic/make metal" button in substance painter/designer. For stylized, you need to come up with good stylization first, then you need to get into the maze of building your own shaders, because if you just PBR stylized assets they will look like plastic toys, which they essentially are.

Anonymous No. 876692

>>876688
You don’t know anything about photorealistic asset creation and it shows.

Anonymous No. 876693

>>876688
That's a surface level knowledge of "realism" that will result in your models looking like pristine toys with large filesizes. There are a lot of subtle things that you have to keep in mind in order to nail the realistic look.

Anonymous No. 876698

To achieve realism you just need PBR shaders and cross polarized scanned textures.

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Anonymous No. 876707

>>876698
Yes, and great chunk of these shaders and materials are free downloads or can be easily procedurally generated. That's why typical walking sim on unity made for $10k has higher graphics fidelity these days than 2008 Crysis made for many millions. Stylization is the mark of mostly high-end passion projects now.

Anonymous No. 876710

>>876698
>>876707
You're purposely ignoring unique props that form a majority of content, and you can't just scan the textures for them, they are created uniquely. Also, not everybody uses photogrammetry, and just because it is realistic, doesn't mean there's no a certain amount of artistic freedom involved.

You keep showing you know nothing about the topic. Fuck this hobbyist board.

Anonymous No. 876816

>>876710
>You're purposely ignoring unique props that form a majority of content, and you can't just scan the textures for them, they are created uniquely.
Thats not how texturing works. You for example sculpt something unique then project a cross polarized texture onto that unique shape. You haven't been at this long and it shows.

Anonymous No. 876844

>>876662
speaking of which, does anyone have a copy of that book from bnpr?

Anonymous No. 876852

>>876816
That’s not how most of the content is done, props are usually still created and painted manually, and there’s always some stylization and creative freedom involved there. It just isn’t a click if a button like you’re saying.

Anonymous No. 876861

>>876692
He's completely right though
Look up reference values in some material chart
Adjust your textures to match them, or scan something with a color chart next to it
done

Anonymous No. 876865

>>876861
Have you even worked in a professional production as an environment or prop artist or are you baiting? This is such an oversimplification of the texturing workflow it just has to be a bait.

Anonymous No. 876906

>>876865
>This is such an oversimplification of the texturing workflow
It's how smart people think, they can pick a seemingly complex process, then identify and separate few critical steps, and omit the trivialities on autopilot. Meanwhile when you are a brainlet you don't see the the forest behind the trees, and all these "move the slider two steps left" tasks that monkey can do make you feel like you are doing something extremely complex.
You know, making a stone spear is actually very complicated process with a lot of steps, except when you are not a neanderthal you can reduce these steps to "pick a stone, sharpen it, and attach to the stick"

Anonymous No. 876907

>>876906
So the answer is no, as expected...