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🧵 Untitled Thread

Anonymous No. 915067

What do you do when you know the right approach to your 3d task in ideal conditions, but presently you just don't have the time / budget to do it that way. What do you do.


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🧵 Untitled Thread

Anonymous No. 915015

okay, I think I cracked the code after 4 days of AI work.

Honestly, this is the most realistic and practical and economically viable method of using AI in a real production.

Anything else is just way cheaper using 3D or 2D.

Unless someone invent full AGI capable of working like a 3D render engine, this is honestly, the most realistic practical way to do it, that actually saves time.


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🧵 Untitled Thread

Anonymous No. 915011

>mfw every time I try to learn USD workflows
are pipeline guys the accountants of /3/


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🧵 Untitled Thread

Anonymous No. 914997

Knock off Chevy Impala I'm making.


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🧵 Untitled Thread

Anonymous No. 914973

Blender beginner here.

What programs should I use? Blender is great for me since it's free, but I want to get into VFX, but Blender is ASS for it. I've seen some amazing architecture in 3DS-Max and VRay, but I'm living check to check.

Mainly I've been looking into VRay, 3DS-Max, and houdini (vfx). What do you all recommend for pirate/education license use.


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🧵 Blender to Unreal 5 Room Collisions

OP No. 914927

So basically,

What I'm trying to do is take this room model that I made in Blender and port it to Unreal Engine with collisions so my character can enter in and out. My past issue was, Unreal would set collisions like a box for models I imported, but now I've learned how to make custom collisions for objects. (I don't use the complex collisions option to prevent performance loss.) I'm currently trying to figure out how I can make collisions for this room model without having to dissect it one by one or recreate it. I've tried to copy/paste it with UCX next to the collision model but that didn't seem to do anything. Any techniques out there?


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🧵 Untitled Thread

Anonymous No. 914904

How do I get an entry level job if I can more or less sculpt/model/texture/retopo/rig/groom anything?

I also have extensive knowledge of anatomy, which means I can more or less model every bone/muscle from memory (of course, having reference helps a lot) and I've done some medical models for private medical companies.

I mostly focus on organic characters based on concepts (2D->3D), but I can easily do hard surface stuff etc.

Pic related is a render from the sketchfab engine (was too lazy to do "proper" renders for this question)

If I'm not good enough, what should I focus on? How do I get a "good" portfolio?

I have also never worked in a studio and only worked as a storyboard artist before focusing completely on 3D


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🧵 Untitled Thread

Anonymous No. 914897

How do you make a watercolor shader for characters and the environment in Blender?


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🧵 A thread about foliage

Anonymous No. 914878

A comment section about foliage.

Anyway, I wanted to talk a bit about foliage and ask what do you think, when will we see plants being created in a way that doesn't involve baking an entire branch to the plane? Even the best game-ready plant examples I've seen look pretty shitty compared to VFX, not to mention real life. I guess we all collectively reduced our standards and can appreciate shitty realtime foliage, but when you take a step back, you realize it's still an ugly mess full of planes, no matter how well you try to hide it.

What do you think about Megascans approach to foliage? It's still using planes, but e.g. a plant with flowers wouldn't be built as a single plane, but each leaf and stem would be their own separate planes. It's much less tris than actual geo like in VFX, but more than your usual planar flat looking plant in games. But it also looks so much better and 3D. Do you think this will be a good approach in close future? I've seen a step towards this in Shadow of War, more details here:

https://www.youtube.com/watch?v=NuBMKTFLBFE&t=1899s

I'm working on some plants as well and that's killing me now, because I can't decide which way to take. I want to maximize visual quality because they're not for a game but for a portfolio, but at the same time I want to showcase I'm not incapable of optimizing and creating a usable game-ready foliage. Now I'm thinking about using the Megascans workflow for a balance between the two.

So what do you think, is the Megascans LOD0 plant quality going to happen in near future or are we still going to see flat ass looking flowers and trees for years to come? Feel free to post examples, tutorials and other content about vegetation.


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🧵 Animation learning

Anonymous No. 914820

Can you learn animation if you're a poorfag unwilling to pay thousands of dollars for iAnimate and Animation schools?
If so, where do I get/download the material to learn?

Why is animation never talked in here?


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🧵 Untitled Thread

Anonymous No. 914809

Ban's over
How can I get a model like this one?


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🧵 Untitled Thread

Anonymous No. 914775

Finally, a good free engine. Anyone using it?

FWIW, unrealshit isnt free, since in the license you have to pay up past a certain amount. Real free engines would never have those stipulations.


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🧵 Childrens Cartoons in The Current Year

Anonymous No. 914704

Why do they all look soulless? Anyone else get that feeling when you see this animation style?


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🗑️ 🧵 Untitled Thread

Anonymous No. 914639

Honestly, learning this AI shit took the entire day, just to be able to produce this shit.

LOL!!!!!!

Chuds are now even more BTFO!!!!


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🧵 Untitled Thread

Anonymous No. 914638

You now remember Anim8or.


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🗑️ 🧵 Untitled Thread

Anonymous No. 914620

>employed charcter artist working from home
>power blackout destroys pc.
>insurance is taking 2 months for compensation
>have to use my dad's PC

How fucked am I?


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🧵 Untitled Thread

Anonymous No. 914615

...is Advanced Skeleton worth $750?


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🧵 Untitled Thread

Anonymous No. 914601

What happened to video game menus?


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🗑️ 🧵 Post stuff you working on

Anonymous No. 914579

Im trying to make some characters for my portfolio, at the moment I really hate how they look right now
1/3


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🧵 Untitled Thread

Anonymous No. 914549

Why do figures of anime characters tend to look great on the shelf, but look horrible in game engines in a realistic setting without cell-shading applied?


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🧵 Untitled Thread

Anonymous No. 914545

Name something wrong with Arnold (GPU)


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🧵 visuals in here

Anonymous No. 914542

https://www.youtube.com/watch?v=PrZcBFsQxZI&ab_channel=ABSENT191

how does one make visuals like this?


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🗑️ 🧵 awful

Anonymous No. 914532

https://www.youtube.com/watch?v=omPsilAlnSI&ab_channel=PrinceBalz

this is such a shitty sfx effect I realize, makes me mad I'm not well-versed in AE

something like this can be done in AE, right? And you could control the speed too?


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🧵 Could you help with BZFlag map parsing for ChaosEsque Opensource game

Anonymous No. 914502

Could help with BZFlag map support for the opensource engine....?
> https://sourceforge.net/p/chaosesqueanthology/discussion/general/thread/e4d95485c9/