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๐Ÿงต 3D VS 2D | 3D adiction

Anonymous No. 884802

So is anyone here addicted to 3D ?
In like when you have a idea you 3D model it.

2D was always strange for me and making things out of clay or legos or even sand did feel more natural. Now that I mastered blender I simply model my ideas instead of drawing them.

This is so intuitive to me. Pictures related this is what I'm talking about look at this. This is some guys planing out a mod look how bad some of these drawings are.

in 3D there is no problem like this. Not only do I see what I'm modeling from any perspective ....
I can instantly see if something works in 3D or not and experiment on the spot.

Anyone else here is the same ?

Anonymous No. 884917

>>884802
wait until you discover cad, it's way better to sketch something in, then you can always use that to build a higher res model in a poly modeler

Anonymous No. 884922

>>884802
3D is easier than drawing.

Anonymous No. 884923

>>884922
Until you reach a certain level.
It's preferable to be good at both.

Anonymous No. 884931

>>884923
Yeah this is right. Once you reach a level where the things you desire to create extend past a few days of work in your DCC, perhaps even taking several months to complete and see through, having thorough plans created with pen and paper are invaluable- I would even argue completely necessary to achieve any greater work. Look at the behind the scenes of any animated film or video game ever. The pre-visualization is comprehensive, and exists for a reason. A map to guide the way, ensuring you do not get lost. Or perhaps worse, if you begin unknowingly walking in circles, getting no meaningful work done at all.

Anonymous No. 884933

>>884923
2D is only needed for concept art, pre production work and reference views for the models.

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Anonymous No. 885153

>>884931
>Look at the behind the scenes of any animated film or video game ever
Sounds like a useless remnant from people who predate powerful computers (2015 and above)
>>884923
>>884933
>2D is only needed for concept art, pre production work and reference views for the models.
The real question is why do this ? Sounds like some useless step.

I mean simply model it in 3D or twist a existing 3D model into shape and get a concept and then position the camera for reference. Also a 3D model lets you spot problem areas from different angels.

It looks like some companies are simply cutting out the 2D middleman.
https://youtu.be/1Aa2p0QvF14?t=202

Anonymous No. 885155

>>884917
>wait until you discover cad,
Show how that works in cad. Also name software.

>to sketch something in,
LOL sounds like a more retarded version of parametric modeling.

Did you ever model something in blender ? Parametrically ?

>then you can always use that to build a higher res model in a poly modeler

Cute idea however on modern computers there really is no need for this you push an extremely detailed model and it is finished. Do a 400 cylinder in blender or a 400 x 400 UV sphere in blender and tell me you need more.

Anonymous No. 885170

>>885153
you're going to story board an entire film in zbrush

Anonymous No. 885171

>>885153
Also, do you not realize that all of these toys are based on concepts which derive from hand-drawn works?

Anonymous No. 885172

>>885171
even Feng Zu says from FZD design school says that most of their concepts are done in zbrush now

Anonymous No. 885174

>>885172
He's an educator, not a creator. I don't know him or his work, but the breakdown is like this: How would you sketch a sequence of shots in a film (with markings which indicate camera motions, staging, lighting, multiple actors, dialogue, etc) inside of a DCC quickly ? ZBRUSH aside, as it is the worst tool for this. The reason I defend 2d here is not for my love of 2d, but because of just how fast it is to do the above concepting with a pencil and paper VS the time it takes to set up any of it in software. Not to mention-- there are no hurdles- no headaches. It is brain to paper. Pure thought inscribed. No viewport, no resolution

Anonymous No. 885175

>>885174
he has tons of clients and has worked in production on multiple major films including star wars films. He runs a school as well. He says that times have changed. You dont know what you are talking about.

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Anonymous No. 885176

>>885170
>zbrush
LOL NO.
>you're going to story board an entire film in zbrush
How about in Valves SFM?

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Anonymous No. 885179

>>885174
The absolute cope of a 2D fag.
>How would you sketch a sequence of shots in a film
Something like SFM or something that lets you quick make something with pre made assets in 3D.

>with markings which indicate camera motions
Why markings when you can for real move the 3D camera in seconds ?

>multiple actors
Duno Red VS blue where able to fart out it as fast as you can move in 3D or VR chat now.

>dialogue, etc
Add objects, blender lets you even write in 3D space.

>2d here is not for my love of 2d, but because of just how fast it is to do the above concerting with a pencil and paper VS
Unless we are talking doodles that are hardly recognizable as anything then NO.

If you can set up something with toys you can do the same in 3D only faster and better.

Picture related.

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Anonymous No. 885180

>>885175
>>885179
All extreme wastes of time. Inefficient, and you would know this if you ever tried

Anonymous No. 885181

>>885180
get with the times / extremely low buget / godawful

Anonymous No. 885182

>>885180
> let me post unrecognizable doodles.
Yep, only do you think there is any info in that ? That does not require you to explain every time you show it ?

Anonymous No. 885183

>>885181
https://youtu.be/4GOJgBxMM6Q

Anonymous No. 885184

>>885183
HUH ?

Anonymous No. 885185

>>885182
You don't, it exists as a vehicle to get your brain's idea into execution. If you need to share with others, then you iterate on the rough sketches. Anything more is big dumb flex or a waste of time

Anonymous No. 885186

>>885185
Ok it is faster however I was thinking about the professional storyboarding etc.

Anonymous No. 885187

>>885185
thats not how iteration works. Its much faster now to iterate digitally then on paper plus you can track your revisions and do version control with no effort, something that is essential for both small teams, large teams, and solo.

Anonymous No. 885188

>>885186
I could imagine in a professional setting that you would be right- An example I think of is the lookdev pre-renders in the latest spiderman video game. The rough drafts of the cutscenes were done in viewport. But I still guess that these animators had a rough sketch to flesh out their vision on paper first- Which, in my eyes, is an essential part of the process to get sequential action from your head transcribed fluidly

Anonymous No. 885190

>>885187
I'm saying that you should iterate on the sketches only if necessary, (required by another party due to lack of understanding, or something). Otherwise, the steps would be to create the storyboard sketch, and then begin work directly into your scene working towards the final shot (that is where the iterative passes and versions come into play)

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Anonymous No. 885191

>>885188
>Which, in my eyes, is an essential part of the process to get sequential action from your head transcribed
Why ?

This sounds like a useless part.
I mean every child can make a setup with action figures.

Anonymous No. 885192

>>885191
they do previs renders for all movies and all games. They have entire pre-vis departments. How freaking old are you?

Anonymous No. 885193

I don't want to argue needlessly, that is not my mission. I just want to share my way of working which helps me avoid wasting hours searching for the "perfect angle" for the camera, , or debating for minutes where an actor should be placed in the staging of the shot. If these details are cemented early on, the time inside your DCC is much more fruitful at getting the rubber to the road and seeing actual progress with the animation, lighting, and sequencing. I find myself lost in a viewport with a million ways I could make something. It is a common problem, I am sure. But if you enter this all with intention, it can be (mostly) avoided. I find the best way for me to cement that intention is to sketch my sequences and become the monkey who makes the pen and paper sequences come to life inside my DCC. For projects which do not require storyboards and planning, the DCC is my creative environment. For highly structured projects, the DCC is simply my tool, and I find it best to stretch my creativity outside of its bounds, and apply those creative thoughts with that tool

Anonymous No. 885194

>>885193
please try to understand that the industry does not work in this way. One day you do something and the next the director has decided to do the opposite.

Anonymous No. 885195

>>885194
I am the director! Fuck the industry!

Joking... I do understand, and it scares me

Anonymous No. 885235

>>885155
CAD is parametric modelling, with better tools for that, than polymodelers have

Anonymous No. 885307

I really don't see how 3D is better for concepts, assume we're designing a character, it takes you an hour to sculpt a head and during that time I could have drawn a whole figure, plus you'll need to groom hair and sew the outfit which takes ages.. it doesn't seem worth it

Anonymous No. 885315

>>885182
>He can't recognize Jack storyboards immediately
Watch his stuff for a look at kino you'll never achieve in your lifetime.

Anonymous No. 885362

>>885235
>CAD is parametric modelling, with better tools for that, than polymodelers have
Explain how CAD is better.
I'm genuinely interested to know the better method of doing things.
Name your programs.

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Anonymous No. 885483

>>884802
cool vehicules anon

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Anonymous No. 885488

>>885483
>texel density

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Anonymous No. 885530

As a concept artist that does mostly hard surface stuff for games I usually start with 2D thumbnails, but when the thumbnails are narrowed down to 1-3 candidates to take to roughs I like doing a basic model, especially if there are complex spatial relationships or animations when fit is an issue.

I see my role as trying to help the modeler rather than muscle in on them and I'll usually set up the model differently for a junior or a senior 3D artist. Outsourced 3D outfits need different things too a lot of the time. It's also nice to be able to give design basic whitebox models the same day for internal builds.

Anonymous No. 885533

>>884922
Genuinely don't understand how anyone could think this

Anonymous No. 885666

>>884917

Newfag here, I drew for a hobby and then learned CAD for work and now I want to learn artistic modeling, but I am suffering from a crippling anxiety of a lack of persistent parametric constraints and shit, how do I learn to stop worrying and love the mesh?

are you saying basically just block shit out in CAD and then use a polymodeling suite to give it the special touch?