🗑️ 🧵 Untitled Thread
Anonymous at Tue, 9 May 2023 01:01:57 UTC No. 945453
Working on a daughter of the cosmos model from bloodborne for portfolio. Any feedback on my low poly?
🧵 How to add shapes that mess with structure edges?
Anonymous at Mon, 8 May 2023 18:35:44 UTC No. 945427
How would one approach at adding details that affect the structure edges of the model, without fucking up the edge flow and causing the 'pinch' effect when applying subdivision.
Example this fire hydrant, the flat shape on the back (text excluded, just the shape).
🗑️ 🧵 Untitled Thread
Anonymous at Mon, 8 May 2023 01:46:48 UTC No. 945357
I've developed a new 2D cheap as fuck style.
🧵 Untitled Thread
Anonymous at Sat, 6 May 2023 13:14:33 UTC No. 945213
No one *actually* does hard surface in Blender, right? All the people making buildings and props for indie games have to be using some other software.
Blender (and subdivision modeling in general) look so unbelievably shit for hard surface that I genuinely can't believe anyone uses them for such. They're missing so many simple but incredibly useful tools. It seems like Blender is completely focused on organics without really any thought put into hard surface.
CAD is so powerful and intuitive for doing hard surface, it's absolutely baffling that no one's made a polygon modeling software with CAD tools and workflow. Doesn't need perfect CAD precision, just basic shit like 2D-sketch-to-extrusion workflow, arc tools, tangent/parallel/etc. constraints, loft and sweep tools, and the like. Would absolutely revolutionize hard-surface.
>what about CADsketcher!!
Janky as hell and missing like 90% of the features you'd want from CAD
🧵 Paper Umbreon in a Cafe
MewArtist !!mumvRNoX9TG at Sat, 6 May 2023 01:07:23 UTC No. 945175
Haven't been here in a while. But yeah. Here's some art I made as a raffle prize for a friend of mine. This probably should've gone in /vp/ but eh... whatever.
🧵 Untitled Thread
Anonymous at Fri, 5 May 2023 23:06:08 UTC No. 945165
>2023
>still no simple way of importing xnlara models to sfm
Why the fuck does it have to be like this
Every tutorial that I found for this is hours long, outdated and has broken links for plugins that you need to install.
🗑️ 🧵 Untitled Thread
Anonymous at Fri, 5 May 2023 21:38:03 UTC No. 945145
I tried making him in sculptgl, how did i do?
🗑️ 🧵 Old CGI
Anonymous at Fri, 5 May 2023 14:56:53 UTC No. 945082
Post old CGI from before the 2000s
🗑️ 🧵 Golden job opportunity
Anonymous at Fri, 5 May 2023 13:56:19 UTC No. 945074
To explain quickly my situation: I'm a backend programer and left my job to pursue the gamedev dream. I haven't worked for 3 years and now I'd like to get back to it since I can gamedev efficiently.
So, I dreamed for a second to find a job on my new hobby (anything 3D) but after a few research, I gave up cause no 3D degree/experience/portfolio. I surprisingly aslo have a hard time finding a decent webdev job. But through someone I know, I met a guy that is a project manager for a news channel in my country.
I send him my resume for a .NET job but when he saw that I put Unity in it, he told me that he had a lot of stuff done in Unity (3D animations, parametrized scenes for 3D TV sets, etc...
The guy was very cool because he told me that he doesn't expect me to be an expert but since I'm a dev, I should still make some progress quickly on whatever he asks me. So I have a few questions if anyone works on a similar job/company:
- What are THE MUST HAVE skills for these kind of jobs for Unity?
- Any courses for Unity on that specific subject
- If you worked on these type of projects, any advice to give me on stuff to know, concepts, whatever... ?
I just want to know the maximum amount of stuff before starting.
🧵 Untitled Thread
Anonymous at Fri, 5 May 2023 09:58:14 UTC No. 945055
What do you guys think about this movie? Does it look good?
🧵 Untitled Thread
Anonymous at Fri, 5 May 2023 01:22:57 UTC No. 945013
Still actively work on this model for portfolio. What advice can you guys give that can help me improve
🧵 Untitled Thread
Anonymous at Fri, 5 May 2023 00:03:33 UTC No. 945006
https://www.gamesindustry.biz/unity
Lol
lmao
🗑️ 🧵 post your work, then, fag.
Anonymous at Thu, 4 May 2023 19:10:05 UTC No. 944976
For all the trash talk againts cris, at least he can make some garbage waifu model on godot and make it run.
The rest of fags here love to post WIP screenshots and WIP renders, and larp how they work on a AAA studio or some advertising firm but can't post some personal shit because of NDA, or faggot blender vs autodesk flamewars or AI cope threads.
But I don't see here fags doing animations or 3D games.
Only some WIP screenshot and some NDA larping.
Don't worry, I know you're too busy working on illumination or dreamworks to post some non WIP render.
I'm sure you have done national advertising shit on fortune 500 companies.
Sure, I understand you have an NDA.
Fag.
🧵 Untitled Thread
Anonymous at Thu, 4 May 2023 16:38:18 UTC No. 944965
Is there anywhere I can download the original Stratavision3D program? I want to become adept at using out-of-date modeling tools.
🧵 The current year
Anonymous at Thu, 4 May 2023 12:36:04 UTC No. 944951
Why in the year of our lord 2023 is it still completely impossible to find a blender tutorial on modelling a house that isn't either
1. Purely exterior with a hollow shell of nothingness inside
2. Purely interior for a presumably fixed camera that has nothing outside
3. A postmodern shitbox made by extruding the default cube a couple of times
And why is there no comprehensive solution to the eevee lightbleed/crazy jagged shadow problem that actually works? Nothing anybody suggests actually fixes the problem
I just want to make a nice normal suburban house with a nice interior that also looks good from the outside, with a nice backyard and some low poly but not visibly low poly neighboring houses- so my character can freely walk in and out of the house without necessitating camera cuts to hide that the interior and exterior are actually totally separate .blend files. And I want the lighting for the interior and exterior to not necessarily look professional studio quality but merely not be super fucked up. Pls help me
🧵 Untitled Thread
Anonymous at Thu, 4 May 2023 06:28:25 UTC No. 944936
>*Refuses to credit when making changes*
🧵 Untitled Thread
Anonymous at Wed, 3 May 2023 12:46:14 UTC No. 944888
What does /3/ think of 3DCoat? I'm mainly interested in it for texture painting, and I don't want to give my money to Adobe.
🧵 Untitled Thread
Anonymous at Tue, 2 May 2023 19:29:57 UTC No. 944836
How can someone preserve their creations?
I've seen people write that digital art is volatile, but their viewpoint always seems incomprehensive.
Consider a fully modeled, textured, and rigged character or even a static scene; how do you preserve it?
All that data lives comfortably in the project file, but software comes and goes and different versions of the same software would have trouble opening the same file.
Maybe use interchange formats? Ok, but no software supports all interchange formats and no interchange format supports all features your software provides.
It becomes increasingly important to find a solution since ever increasing monitor resolutions can cause the rendered result of your work to be no longer suitable for viewing. Many digital artworks that were created in the early 2000s or 90s are the size of a postage stamp on modern displays. If you could store the "raw" data (models, textures, animations) you could just rerender your scene.
Except as technology improves, shading models change. Think about the difference in quality when renderers switched from scanline rendering to ray tracing to path tracing to whatever the new hotness is (metropolis light transport?). Sure those were all improvements, but at a certain point an artwork has to be "done" and however it looks is part of that regardless of whether or not it reflects the current skill level of the artist.
This is pretty different to traditional art.
Sure no two photographs of the same artwork can ever be identical; different lighting conditions/camera angle/etc. But those two photographs will be a lot closer together in quality than a CG scene rendered with a scanline renderer vs a bidirectional path tracer.
While different lighting conditions can affect traditional artwork, it doesn't affect the fundamental shading of the subject(s) of the artwork like how different light transport models would.
Maybe all this is stupid, but isn't there a way CG art can last at least the artist's life?
🧵 I challenge anyone to make a cheaper style from scratch
Anonymous at Tue, 2 May 2023 13:34:06 UTC No. 944802
I love how not a single 4chan hater can make a finished model, with UV, texture and rig in 3 hours for a production cost of 2-5 usd.
It's literally a speedrunning style of 3D autism.
And no amount of butthurt will change the fact is a supreme bootleg cheap style, that everyone easily recognize.
Also, It runs flawesly in igpus, I could literally make my style run on a fucking N64 machine.
So, yeah.
It has a lot of advantages, and as of now, It's even competitive with current AI to make a finished 3D model, and even if AI will improve, I doubt a single faggot here can make a style that is economically competitive (by hand) with AI.
It's trully a marvel of 3D.
And It's not low effort.
Took since 2017 to actually being able to make it, so It took 6-7 years to develop such style.
feel free to cope then.
lol.
🧵 Untitled Thread
Anonymous at Tue, 2 May 2023 07:56:41 UTC No. 944788
little fantasy character sculpt
🧵 Maya script editor
Anonymous at Tue, 2 May 2023 04:16:19 UTC No. 944780
Interested in the script editor for Maya. found it hard finding good scripts. wanted to see what community might have instead of Chatgpt
🧵 Godot 4 vs ue5
Anonymous at Mon, 1 May 2023 15:43:14 UTC No. 944706
What would you recommend for a rts toy example?
Godot seems the way to go for everything 2D, but breaks making anything look good in 3D.
Unreal on the other hand is designed for fps and what I read so far has catastrophic orthographic rendering.
Haven't used either.
What does anon suggest and why?