1920x1080

1642930625135.jpg

๐Ÿงต hate thread

Anonymous No. 878733

I HATE RETOPOLOGY WITH ALL MY HEART

bros, what do you hate of your pipeline or work?

Anonymous No. 878735

everything Blender

Anonymous No. 878741

>>878735
Then don't have Blender in your pipeline you literal retard?

Anonymous No. 878748

rigging

Retop? brainless work, chuck on some shit YT videos and go.

UV? brainless work, chuck on some shit YT videos and go.

Rigging? lots of logic problem solving required, not fun to do.

also simulations are just fucking shit just a lot of waiting around but I don't do sims.

Anonymous No. 878749

>>878733
Nice incel topology.

Anonymous No. 878756

Currently I absolutely hate Nanite workflow because as pleasant it is to just sculpt and decimate to get a LP with an IDGAF attitude, unwrapping is a pain and it is taking me a lot of time. Maybe I can somehow improve my workflow, but UVing a decimated mesh with 300k tris is big yikes.

At least in the end shit looks amazing.

UVing normal LPs stopped bothering me after working in the industry for a while. It is boring though, just listen to music and do this brainles robotic task until it is finished, fuck it.

Honestly, at times it gets annoying with how many technical things I have to deal with every day, I rarely feel like an artist, and that's mostly when I texture something nice. Or play with lighting.

Anonymous No. 878792

I don't like the idea of UVing. Since we really shouldn't need to in this day and age. There's other technologies out there now but its not mainstream nor is it used widely.

Anonymous No. 878811

>>878756
I just work with subdivisions in zbrush, goz out the lowest subdiv reimport it back with UVs and decimate it in zbrush with keep UVs enabled.

>>878792
You'll grow to love them with experience. Hint: not just useful for how the model looks.

Anonymous No. 878815

>>878811
>You'll grow to love them with experience.
I mean I like it (never said i didnt), but I dont like the IDEA of the thing.

Like the NEED to do it.

Anonymous No. 878817

How can you like UVing? Especially after doing it for years?

Anonymous No. 878819

>>878817
i like uving because i do it in maya which has the best uv tools and is industry standart

Anonymous No. 878820

>>878819
based maya chad.

Anonymous No. 878821

>>878819
>because i do it in may
have you tried rizomuv?

Anonymous No. 878894

>>878792
> we really shouldn't need to
I'm just a hobbyist so I don't know a whole lot, but what would the alternative be?

Anonymous No. 878897

>>878821
its buggy even on official legit versions, crashes, and not industry standard.

Anonymous No. 878898

>>878819
So what if it has the best UV tools, when I say I don't like UVing, it doesn't mean it's hard, it's just boring. Don't answer it has an interesting problem solving either, maybe for monkeys, sure. I'ts like solving 1st grade math problems over and over again.

250x245

7A1BA6E3-A955-4BF....jpg

Anonymous No. 878904

>>878733
here retard. Sculpt your model, download some fuck off model with actual good retopology, wrap the retop on the base with trial wrap4d

Anonymous No. 878916

>>878897
>crashes, and not industry standard.
hasnt crashed for me ever, so it isnt inustry standard even if ubisoft and riot uses it?

665x718

1628995556420.jpg

Anonymous No. 878917

>>878904
>thinks every model is human model

Anonymous No. 878922

doing UV's manually and "properly". fuck. that. shit.

630x1200

bobby.jpg

Anonymous No. 878931

>>878792
>>878756
be a chad and have substance painter/zbrush automatically uv unwrap it for you
you're an artist right?
let the tech artist deal with it, after all they know what they signed up for when they got the job.

I fucking hate dealing with topology, I've dealt with it for years of my life to the point that I said fuck it and started using booleans as my workflow, creating huge ngons that get automatically triangulated by a modifier and basically learned how to modify normals on a mesh to cope with the fact that it is an internal mess, just like the videogames people release these days.
If we would have proper tools that would let you remove and add mass from a model without artifacts, creating art would be easy.

The standard for creating hard surface art should be through constructive solid geometry (csg) booleans through meshes and voxel remeshing, not the autistic pursuit of moving vertices perfectly into place one by one and making sure that Bobby Kotick's favorite special edition call of duty warzone gun isn't pinching in the fucking corners because upper management and art directors want you to model things with subdiv.
Sometimes you go into work thinking you're going to be making art, but no, your life as a 3d ""artist"" is the same as a 3d printer.
You get your tasks handed down to you, they want you to make the same gun that has been made thousands of times previously.
So you make the gun/prop, you make adjustments to it that no gamer will ever notice or care about unless you specifically point it out to them and by the time it gets into the game engine, the tiny PBR details from your substance painter work is fucking gone.
At the end of the day, you're better off learning how to recycle existing 3d models and quickly remesh them and modify them while they still match the same size and boundary of the previous mesh.
Being a human 3d printer is like working in slave labor in east asia.

Don't get into making guns.

Anonymous No. 878938

>>878931
>be a chad and have substance painter/zbrush automatically uv unwrap it for you
Yeah and then get fired immediately lul. Nah, it doesn't provide good enough results.

I used the shit out of auto unwrap when I was just doing this as a hobby. Good times t b h.

Anonymous No. 878972

>>878733
I hate having to trial and error a bunch of shit to get all the topo to fit together on complex cast pieces. I'll probably try making them in CAD and doing retopo after to see if that's faster.

Retopo is just long and boring af, if you're working on something unique. I just wish Maya would have some more advanced retopo options, like being able to draw guide lines and autofill gaps with quads. Topogun 3 looked cool, but having separate software for every step is fucking cringe. Maya works well enough.

>>878817
UVing is pretty satisfying, it's easy brainless work and I feel a sense of relief/accomplishment that whatever I was modelling is complete.

Anonymous No. 880098

>>878917
Furfag

Anonymous No. 881568

>>878894
Any software that allows us to paint without UVing (or rather UV assignment)
For example: PTEX

Anonymous No. 882190

>>878931
>let the tech artist deal with it
That got a good laugh out of me, no way in hell are you going to be able to do that and still keep a job

Anonymous No. 882268

>>878756
Wait nanite actually does support high res? Lazy decimation town here I fucking come.

Anonymous No. 884260

>>878733
I hate tons of wasted time solving buggy software problems and having to find workarounds because of it4rmk

Anonymous No. 884506

>>878733
retpopo is the best part

Anonymous No. 886420

>>878748
>rigging
Agreed, often I just fuck off with all the fancy shit and just manipulate models by hand. It's autistic, but better than spending 12 hours just tweaking.

698x579

file.png

Anonymous No. 886557

>>878819
>>878897
kiss my fuckin' industry standard ahss!!!

Anonymous No. 886582

>>878733
rigging, weight painting, corrective shape keying

Anonymous No. 887639

>>878897
In my time using Maya, I've had rigs behave like shit and tons of crashes. Blender is far superior. The only reason it isn't industry standard is because Maya is the clueless boomer of 3d programs.

Anonymous No. 887642

>>878733
I like it, its like 3d puzzles.

There are 3 things to retopo
-memorizing good patterns for faces and quad loop solutions
-good approach, i do it by retopoing at 1/4 or 1/8 the desired resolution and then dividing
-good software

Also good topo does wonders for animation and skinning, so spending half a day extra on a model i have been doing 3 weeks is worth it.

Anonymous No. 887698

>>878733
I hate how every engine/software has a different shader API so if I wanna see what I make as I'm building it I have to rewrite the same shader several times. At least everything that runs directX or Open GL should use the same files for their shaders it's so wasteful and hampers creativity.

Anonymous No. 887712

>>878748
i'm only speaking (mostly) as an outsider looking in, but what's so bad about rigging? i've only done a little bit myself but unless you have a really wonky shape it feels like you would just put the bones where bones would go, with joints where joints would go, right?

also agree on sims, i've only ever tried doing them programmatically so it may be different when using an actual modeler tho

Anonymous No. 887713

>>887712
Rigging is a very creative process and therefore never "bad" in my view, but it is very difficult to do well as it requires
a sense of both artistry and engineering and quite a bit of ingenuity tier problem solving in both areas.
In order to be able to make the art asset and the tech employed achieve good deformations and good animation controls.

Lot of people who deem themselves good artists will not be able to rig their models well at all because what goes
into making something animate and deform well is a problem magnitudes more difficult than making a static model look good.
It's an area where a lot of people wanna improve only to despair when they realize how much effort and knowledge goes into it.

Learning to match the visual quality of my favorite artists took about 7 years of doing 3D.
Learning to rig well took me ~17 years of doing 3D. I didn't achieve anything near the kind of results I wanted
til I picked up unity on the side and learned to program and eventually started to have a good grasp of Vector maths and Quaternions.
Once you can roll your own custom controllers for anything you build without needing anyone to explain to you what to do
is when rigging really becomes a fun experience.

Anonymous No. 887715

>>887713
this was a very insightful answer. thank you very much!

Anonymous No. 888024

>made an asymmetrical model
Unwrapping and texturing that bitch was a pain in the ass

Anonymous No. 888097

Hmmm, I'd have to say rigging.

Anonymous No. 888818

>>878733
modeling

Anonymous No. 888821

file formats

Anonymous No. 889965

>>878733
The part where I have to start over a second and third time

Anonymous No. 890579

>>878733
Just finding and populating the environment with suitable assets. It can be brain frying to find a decent fit.

655x698

ssssss.jpg

Anonymous No. 890890

is this fine

Anonymous No. 890903

>>878917
A human a horse and a donut have the same topology, brainlet

Anonymous No. 890961

>>890903
if you mean that they have TOPOLOGY, then you are correct, but when you assert that they have the SAME topology, then there is where your african ancestry comes forth.
N

Anonymous No. 891024

I'm trying to use a blender addon called Detail Machine, it seems very handy, but it's just fucking broken and doesn't work correctly, despite trying 3 different versions of blender and 4 different versions of the addon.

Anonymous No. 891091

Ok give it to me straight, I have to retopo a sculpted character for the first time so what is the least annoying/faster:
- Use a retopo tool and fix the result
- Retopo from scratch

Anonymous No. 891367

>>891091
topogun3

Anonymous No. 891405

>>891091
Fixing up shit topo takes about as long, if you're optimising for game they'll also never get the correct tri use