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๐Ÿ—‘๏ธ ๐Ÿงต Oh yey got my waters

Aint that all pretty straightforward No. 911663

Hope i dont need to post thread more than once here but basically just want /3/s opinion on good animation, 3d design/fx portofolio, like maybe something that people value/may attract some 6 digit traffic to it

Like to define qualities based on target demographics and expected market, whats the minimum of "very good"

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Anonymous No. 911665

>>911663
It's pretty easy to get an idea of what "hire-able" 3DCG work looks like. Search online for any big studio and find portfolios of the artists who do what you want to do (e.g. texturing, hard surface modeling, lighting, etc). This is your benchmark. If you feel like you can reproduce the work you see, chances are you're skilled enough to get a high-paying job.

Anonymous No. 911666

>>911665
Except for youtube i dont really know all the examples so i am looking for a more generalized description... but i guess i get it. Otherwise, if asked to create something original AND good, how would you define "good" then?

Anonymous No. 911671

Bump pls

Anonymous No. 911673

>>911671
Your thread will be here for the next month to 2 months. There's absolutely no reason to bump it.
Even if it gets close to page 10 and being deleted, some retard will come in from the shadows to bump it with useless information, repeat info, shitting on software, or to call you a retard. Probably all of the above.
Also a questions thread exists. Pay more attention next time.

Anonymous No. 911675

>>911673
>next two months
With the intensity of new threads? I doubt it
>question thread
Not related

Anonymous No. 911692

>>911675
Rude! Ngmi

Anonymous No. 911693

>>911692
No u

Anonymous No. 911696

>>911663
>animation, 3d design/fx portofolio
these are three different disciplines

Anonymous No. 911700

>>911696
Yeah, /3/ different things.

Also how do i sort of manually maximize walking cycle, averaging every pose and intepolations to avoid unwanted limps, jitters, floaty/unrealistic weight between all the limbs and varie them with speed to create assortments of cycles?

My own manual works arent perfect and always has these microscopic troubles i thought i could use some tried tested ways of to perfect them in uniforms...

Anonymous No. 911701

>>911696
Sorry i mean sure please average these all maybe.

Anonymous No. 911703

>>911700
As in recommend me something you know

Anonymous No. 911706

>>911700
>>911701
>>911703
have you tried filming yourself walking off a cliff and using that as reference?

Anonymous No. 911708

>>911706
Have you tried that yourself? Please show me your result.

Anonymous No. 911712

>>911708
i work at pixar and it's standard practice here.
all new animators need to do it in their first week.
i animated a lot of joe scenes in soul so you can see my work there.
good luck!

Anonymous No. 911719

>>911712
Sorry but i was referring more of procedural methods and systematic generations. Pardon if i am at any point suggesting actings or any sort of that
Cheers

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Anonymous No. 911723

>>911666
ArtStation, Twitter, Instagram, and LinkedIn are goldmines for finding portfolios. To answer your question, there's two types of "good"-- objectively good and subjectively good. The former respects the fundamentals of 3D (high-quality topology on models, for example), the latter is in the eye of whatever studio you'd be applying to for a job. A studio who needs a hard surface modeler won't hire an artist who specializes in organic modeling, even if that artist is objectively good.

Anonymous No. 911728

>>911723
... whats "objecticely good" for some 6 digit traffic then? Without considering anyones subjective perception, i guess.. can you objectively appeal to the crowd somehow?

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Anonymous No. 911730

>>911728
You'd have to be ridiculously skilled with 3D fundamentals to be objectively good enough for a six-figure salary.
>https://sciencebehindpixar.org/pipeline/modeling
This website shows what "objectively good" means in a well-paying job. If you can match Pixar, you would have no problem finding work anywhere. Just make sure your portfolio is in line with what the studio you're applying to wants.

Anonymous No. 911796

>>911730
Could almost accept this but i m trying to put a number on my work so to be more clearer and general.... like how do iassume whats a 5 dollar work that ll sell for maybe hundreds?

Life will always work out/why do i fuckin bother then No. 911801

>>911730
Also maybe "just like pixar" should be like what exactly? Could you share portofolios?

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Anonymous No. 911809

>>911796
Figure it out for yourself, sorry.
>>911801
I don't have anyone's portfolio on speed dial, but it shouldn't be that hard to find people on LinkedIn. Searching for the studio's name (e.g., Pixar, DreamWorks, Sony) would be your best lead to find individual employees, and within their profiles should be a link to their portfolio. If you don't have a LinkedIn account already, get one. The site is pretty restrictive without it.

Yer always correct so why the thrill No. 911811

>>911809
Hmmm ok
>>911809
Any examples?