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Anonymous No. 882406

What determines talent for 3D modeling? I tried during 2 weeks but didn't improve, not a single render
Wanted to make backgrounds like kizumonogatari

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Anonymous No. 882407

>>882406
looks better than mines

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Anonymous No. 882408

No talent for 3D, I have a very corporate process, bad investment.

Anonymous No. 882412

Please, just follow one tutorial on blender in general, then UV unwrapping, then texturing and then come back in 2 weeks. Learning blender by brute force is an even worse time investment you schizo

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Anonymous No. 882416

>>882412
I refuse to learn, In two weeks I didn't manage to make one background, clearly blender is not for me, how can I make the backgrounds for my game?

Anonymous No. 882424

>>882416
I highly recommend you get it over with and cancel your game right now. If you refuse to learn then what are you expecting to happen?

Anonymous No. 882426

>>882406
>What determines talent for 3D modeling?
I think a requirement is more than 2 brain cells.
Sorry to hear you don't have those.

Anonymous No. 882433

>>882424
YOU WILL TELL ME HOW TO MAKE IT
KIZUMONOGATARI BACKGROUNDS ASAP AND EASY
CHEAP AND SIMPLE

Anonymous No. 882438

>>882433
>ASAP AND EASY
>CHEAP AND SIMPLE
Get someone else to do it for free or a reasonable fee

Anonymous No. 882446

>>882438
No, I don't want someone else to get credit for my work, how can I do it?

Anonymous No. 882449

>SacrĂšbleu, thouse amĂȘricans grefuse tu tgreat mi with grespĂȘct!
Imagine being OP.
you complain about wasting your time learning something and yet you still waste your time posting here expecting anything.
The time you have spent posting here could have been used to learn 3D.
You know what? I'll bite, explain to me EVERY single detail of your shitty project and maybe I'll help you

Anonymous No. 882453

>>882446
Get someone else to do it with the agreement that whatever they make for you is entirely yours

Anonymous No. 882457

>>882453
No.
>>882449
I'll give you that, I have been wasting my time either way, I just dislike others being better than me. I want to start this now and do it well.
Look up Kizumonogatari, the way those backgrounds are rendered, that's what I want. I want to make backgrounds for my adventure game, like Blade Runner. Cinematic composition.
Mostly brutalism but naturalism and modernism also apply

Anonymous No. 882464

>>882457
Ok, I get it.
Now then, for what I have seen, you also struggle with 3D stuff.
You had a basic scene in blender and you deleted it, try making the same scene again.
This time PLEASE take your time and read or do some research about poly modelling basics, here, a link
https://www.google.com/amp/s/www.ebalstudios.com/blog/polygon-modeling-basics%3fformat=amp
Having a model with a very simple geometry will help when you UV map the models, in 3D modelling we do this process to make sure textures look correct, not only textures, shaders, materials, etc. UV mapping is important to have more control over the model.
Here, another link:
https://m.all3dp.com/2/blender-uv-mapping-simply-explained/#:~:text=UV%20mapping%2C%20in%20simple%20words,done%20in%20the%20UV%20Editor.
Once you have that, you go to the texturing phaseor material phase.
If you are aiming for a "Cartoon" or "anime" look, you need to make textures or materoals with flat colors or however you want taking into acount your references.
A common thing is using the Toon shader in blender:
If you don't know how to use nodes in blender, a link:
https://m.youtube.com/watch?v=nBdGm_d_8XE
If you already know the basics but you don't know how to make it look "cartoonish" another link:
https://m.youtube.com/watch?v=sJTEJKQ0lYw
Up to this point you should have something closer to what you want.
If things still look ugly, try to figure out why, if you are uncertain THEN you ask here for OPINIONS but for the love of anything you hold holy, DON'T SPAM THE FUCKING BOARD.
If you have an idea of what things can ve improved but lack the skill to do it or don't know where to begin, you can look for a tutorial on that very specific topic and most probably you will find it, if you don't, you ask here in the /qtddtot/ thread.
Got it? I hope so
Now don't even try to come back and pretend that nobody helped you

Anonymous No. 882498

>>882406
You lack the architectural design background to produce such work, even if you knew every button in Blender. Trying to learn both at the same time is literally impossible.
If you want to focus on composition and renders now then you'll need to buy stock models because you're 6 months (minimum) away from making them all yourself. You'll learn more from buying the Kitbash Brutalist set and seeing how those models are constructed and learning lighting rendering with them than you will floundering like a lunatic with no skills to build on.

Anonymous No. 882525

Guys, could it be that all these posts really are from one single schizo who larps as other people like the OP of this thread, Cris, portfolio guy etc.?

I can't be bothered now to look at the original thread of this guy, but in these threads he is writing in the same pattern as schizos from other unrelated threads. Calling everyone stupid, but begging for advice. Also saying he doesn't actually want to do it, but at the same time he does. Nothing makes sense.

Anonymous No. 882773

>>882406
Architectural is the lowest tier shit in 3d, just import assets then focus on lighting and composition.

Anonymous No. 882848

>>882773
>He thinks archviz is the same as environment art

Anonymous No. 882849

>>882406
Sticking to something for more than two weeks

Anonymous No. 882881

>>882498
>>882464
Ok I get it, I don't mean cartoonish but just like Kizumonogatari, it must look cinematic, here's a music video that also looks like how I want to do things, is this a good aesthetic?
https://www.youtube.com/watch?v=uvDzaQOSZ3E
Not exactly like that but think backgrounds inspired by Control and that aesthetic.
Thanks for the videos, I'll watch them later
Don't get the UV mapping though
AND
Would it be better to kitbash things to learn, I do lack the architecture knowledge so I was flipping over some books about brutalism for now

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Anonymous No. 882883

>>882464
Further examples

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Anonymous No. 882884

>>882464
This but mixed with control (there are some other more complex environments I want to make but I wont even consider doing those right now)

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Anonymous No. 882885

>>882464

Anonymous No. 882896

>>882883
>>882884
>>882885
Not my taste, but whatever makes churning out cheap cartoon series faster and cheaper

Anonymous No. 882900

>>882525
Glad you said it outloud. The first thread came across as just another waste of time but the person keeps doing the same bit over and over and it make me realize they are a troll and just egging people on. Most likely it's a half truth of them being a loser who can't do shit 3D wise but the other half is bored and trolling.

Anonymous No. 882911

>>882896
Ok, what do you mean?
What would you prefer, the clash of 3D and 2D looks good.
Any recs on artstyle?

Anonymous No. 882945

>>882881
Ok, NOW things are a bit more clear, you could have started with this.
That cinematic look you talk about often involves a wide aspect ratio (2.39:1) and big open areas to emphasize the composition of the image.
Cinema, Photography, Digital painting and even buildings (Architecture) all are ruled by composition, learning about it is the key to better looking art, if you don't know about it, here, film composition basics:
https://www.musicgateway.com/blog/how-to/film-composition
>Don't get the UV mapping though
I'm assuming that you don't get either why it is important or how it works, the video I linked in the last comment is how to do it in Blender, if you don't know how it works or why it is important, another video:
https://m.youtube.com/watch?v=iIvTUDgaXik
the best thing to do before jumping into 3d would be making a sketch (or multiple) of the scene you have in mind as a drawing can be discarted and modified much easier than a 3D space (that's why we have storyboard artists in the film industry)
Architecture is a lot like film as in the shapes and lighting guide the viewers eye through the scene but in a 3D space, the same principles of image composition still apply, much more if you are aiming for brutalism.

Anonymous No. 882947

>>882900
OP probably is trolling but I often remember that people here are autistic as fuck, I'll give the benefit of the doubt as long as OP can shut the fuck up and stop posting 50 threads of the same shit

Anonymous No. 884205

>>882406
Two weeks?
Wow don’t strain Urself

Anonymous No. 884220

>>882406
>>882406
>I tried during 2 weeks
Filtered, real skill begins at 3 weeks.

Anonymous No. 885658

>>882406
just put some materials on those mdoels and boom, now you have a ready game scene

you have to know the fundamentals, not just using a tool without knowing what makes 3D graphics useful

https://www.youtube.com/watch?v=hi7A6D0TDfQ

Anonymous No. 885660

>>882406
2 weeks, lol
tell me one actual skill that you learned in 2 weeks, no bs answers

Anonymous No. 885864

>>882406
>talent
Ngmi faggot.

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Anonymous No. 885874

>>882406
You want to learn in 2 weeks what takes professional artists *at least* 2 years?

Anonymous No. 885895

>>882406
If you tried for 2 weeks and then gave up perhaps the problem is lack of determination