[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]

/3/ - 3DCG


View post   
View page  Next     

File: 185 KB, 800x800, Golden Observer.max.jpg [View same] [iqdb] [saucenao] [google]
1006019 No.1006019 [Reply] [Original]

Every day I make assets for various purposes and clients. Low poly anon's thread made me want to make a thread where I post weird random shit I make from scratch/ ai / download and modify every day for my clients. Almos all assets are quickly made just for illustration and context purposes so don't expect perfect models. So I'm posting some of the assets I make until I get bored, thread prunes or the world explodes.

Lets start with some sculptures made for a client that collects them and wants to see them in his new apartment. Technique: Photogrammetry from a video taken by the client and then processed for low res and multicolor.

>> No.1006021
File: 432 KB, 1345x663, fat lady.png [View same] [iqdb] [saucenao] [google]
1006021

>>1006019
Fat lady made using AI from a picture in Hyper3d.com and re textured.

>> No.1006023
File: 928 KB, 1345x663, custom bed.png [View same] [iqdb] [saucenao] [google]
1006023

Custom bed set made with downloaded 3d model. Bed frame, night stands and headboard poly modeled.



File: 31 KB, 667x303, Screenshot 2025-01-22 104822.png [View same] [iqdb] [saucenao] [google]
1006009 No.1006009 [Reply] [Original]

>yhou'll never get a job woth b;lender

>> No.1006011

>must be indian

>> No.1006015

>>1006009
>the industry is shifting
Yeah no wonder every game looks like shit and every movie cgi is the most lazily done poor quality slop

>> No.1006018

>>1006009
It’s written by AI, you won’t know because you never had a job or search for one. Recruitment team won’t accept low level applicants because you think Blender is good enough vs someone who graduated with Maya MEL knowledge. The obvious choice is clear.



File: 231 KB, 1270x692, jenny_test.png [View same] [iqdb] [saucenao] [google]
1005995 No.1005995 [Reply] [Original]

I want use this pokemon 3D model https://rigmodels.com/model.php?view=T_pose_rigged_model_of_Jenny-3d-model__c1c39f834b3247d592c06a9132703a2a&searchkeyword=jenny%20pokemon&manualsearch=1 to create a skin for grand theft auto san andreas(pc) but im not able to make work the txd(my txd. file has their respective textures but the model in the game is all white) I already tried txd workshop and magic txd but nothing works.

Any hint? the dff. model works great in my game but I'm stuck with this issue related to the txd. file. This is my first time making a skin from a 3D model that's not something from gta sa so no idea what im doing wrong.

I'm using autodesk 3d max 2012.

>> No.1006013

are the textures supposed to be compiled into the dff file?



File: 1.01 MB, 801x971, 1737241531888514.png [View same] [iqdb] [saucenao] [google]
1005992 No.1005992 [Reply] [Original]

Will it be more lucrative to try and make indie 3D animations, Make indie Games, or just make models. It kind of seems like animation isn't very prophetable.

>> No.1006012

you could try freelancing or making asset bundles. lots of rubes are buying asset packs just for hobby level game developement.
the actual game developement itself is probably the least profitable path.



File: 1.12 MB, 3330x2056, Hunyuan3D-2.jpg [View same] [iqdb] [saucenao] [google]
1005981 No.1005981 [Reply] [Original]

Open weights AI generated text-to-3D and image-to-3D
also supports hybrid inputs (give it an image and text)

Try free online, no account needed:
https://huggingface.co/spaces/tencent/Hunyuan3D-2

download models for free:
https://huggingface.co/tencent/Hunyuan3D-2/tree/main
*also includes a separate model called "Paint" for creating and texturing UV maps from a mesh input
*The output mesh is a trimesh object, which you could save to glb/obj (or other file format).

>> No.1005982

LICENSE:
https://huggingface.co/tencent/Hunyuan3D-2/blob/main/LICENSE

>> No.1005984

>>1005982
tl;dr?

>> No.1005986

I was planning to pick up character sculpting to start selling 3d printable figurines. Is there no point anymore?

>> No.1006000

i'll spin this up once there's a comfyui implementation. the cherry picked results look okay, but textures on some examples look like overcooked shit (like what happens if you crank cfg scale up to 10 on diffusion models)

>> No.1006027

its cringe and soulless, go back to plebbit pajeet



File: 42 KB, 313x250, rhino-logo.png [View same] [iqdb] [saucenao] [google]
1005944 No.1005944 [Reply] [Original]

>solid modelers hate it because it's a direct edit tool with limited parametric capabilities
>polygon modelers hate it because blender has more features while also being completely free
>boomers who refuse to learn something newer swear by it for some reason
I get that people working in industries like architecture, civil engineering, and education like to use Rhino, but is it worth learning the program as a casual hobbyist?

>> No.1005945

>>1005944
>casual hobbyist
Everything is worth learning in this life If you can afford it with money and/ or time. If you pirate rhino its also ok. Do you need our permission? What the fuck are you talking about? Why do you care what other people say?
What part of casual hobbyist is not working for you?

>> No.1005961

>>1005944
>I get that people working in...architecture...use Rhino,
Nobody in architecture uses rhino.

>> No.1006007

>>1005961
What?!



File: 153 KB, 415x625, 1735038653204697.png [View same] [iqdb] [saucenao] [google]
1005890 No.1005890 [Reply] [Original]

I don't want to go to through the process of sculpting, retopology, rigging. So I'm thinking of just buying the character I need. I've asked around and it's usually 800 bucks. What do other anons think.

>> No.1005898

Describe what you need and maybe some unemployed anon will do it for free...

>> No.1005953

>>1005890
Depends how extensive it is. If the seller is doing a whole detailed character, animation ready and everything, then 800 dollars sounds fair to me. But I'm not in the 3D market, so I don't know what they charge. Personally, I charge about half that for 2D work. And I'd say that 3D is just as difficult, if not more so in some respects. But 3D is also infinitely more versatile. Once you have the character, you can pose it up and take a bajillion photos. So you don't need the artist anymore.(Unless you want more accessories, or alterations to the character.) Whereas with 2D work, if you want more of the character, you have to pay up in full again. So considering that, I think charging more for a versatile reusable asset makes sense.

But if you're just getting a little shitposty kind of model, then 800 sounds like a bit much.

>> No.1005974

>>1005898
>>1005953
It's a sculpt from 0 from some description and references I gave him. Animation ready, rigged, with custom blendshapes and some hairstyles. Can anyone with experience tell me if this is a good deal?

>> No.1005987

>>1005974
I charge 300 for a custom outfits that are not rigged or textured. And I've seen custom rigged vrchat models start from 700, so 800 sounds about right especially with blendshapes and several hairstyles. In fact I think he's actually undercharging.



File: 295 KB, 128x128, 1599.gif [View same] [iqdb] [saucenao] [google]
1005889 No.1005889 [Reply] [Original]

there is NO substitute for raw artistic talent
we all know that guy who has a gifted imagination from the start and makes miracles on the page/screen in just a short time learning
meanwhile, you and I have to work for YEARS just to get to a below average tier piecing shit together from scratch
all the reps we do in blender is cope, all the encouragement we get is cope, we have access to endless information and tutorials with the internet that professionals 20 years ago could only dream of and yet we can't get anywhere close to their level
the truth is, if you are not artistically talented from the very START, if it doesn't just click and come to you NATURALLY, you're better off quitting now

2 replies omitted. Click Reply to view.
>> No.1005915

Talent = passion + effort

If you actually *like* doing something, then you'll more likely do it more and more often, and learn faster.
Learning fundamental artistic skills early in life helps. Having guidance from others instead of doing everything on your own helps.
Trying to learn something on a deadline or because "you have to" will lead to subpar results.
I would worry more about AI, which is basically going to destroy most creative careers.

>> No.1005921

>>1005889
Insincere /ic/ spam topic. disregard

>> No.1005925

>>1005915
>I would worry more about AI, which is basically going to destroy most creative careers.
it wont, because everything that comes out of it has to align to big corpo

>> No.1005957
File: 537 KB, 512x512, 00005-1043768574.png [View same] [iqdb] [saucenao] [google]
1005957

>>1005889
>there is NO substitute for raw artistic talent
Sure there is. Just get the name of the artist in the prompt.

>> No.1005958

>>1005957
more "sea urchin / E.T. slop". Enough already. AI is a quickly dying fad. Trillions spent, nothing to show for it except global warming



File: 313 KB, 1737x1016, Screenshot 2025-01-20 231256.png [View same] [iqdb] [saucenao] [google]
1005840 No.1005840 [Reply] [Original]

What's the best way to put the dress in that pose? Dragging in sculpt mode is just chaotic.

10 replies omitted. Click Reply to view.
>> No.1005950
File: 370 KB, 1793x1142, Screenshot 2025-01-21 210457.png [View same] [iqdb] [saucenao] [google]
1005950

cleared the parent of the dress and then applied it to the rig as envelope weights....

buut a new problem appeared. Posing is fucked, it's stretched. I previously scaled down the model maybe it's linked to this?

>> No.1005954

>>1005950
to be clear that happens when I rotate the bone

>> No.1005959

OP you really ought to learn the basics.
Some tutorial covering rigging and custom character creation etc should do it.
You don't know how to set the pivot point ffs. (It's in the top icon bar top-right-ish btw)

>> No.1005988

>>1005919
You don't need to do all of that. Just go to sculpt mode and use face set lasso tool on the sleeves, then pose it with pose brush (set to face sets, not topological)

>> No.1006002

>>1005988
>idiots telling newbies what to do
Go to school and learn how real 3D programming works or watch Maya’s tutorial videos for free: https://youtube.com/watch?v=LJLo6MafPVM

Blender is never going to work on fixing or solving problems with your dress.



File: 516 KB, 1239x622, Furry_NoRetopo_NoMouth.png [View same] [iqdb] [saucenao] [google]
1005829 No.1005829 [Reply] [Original]

I don't like the way I do my face. Can someone tell me how I can improve it.
Also I will not mind criticism, it will help me to understand what I do wrong.

>> No.1005853

Find, make, buy, steal some really accurate front and side image planes of a face design you like. Set them up in your scene, and trace them in 3d.

>> No.1005873

First off
>furry
>posts a scalie
Also your anatomy is still horrible, especially the hands (do you have hands? look at them and model them until they kinda look like yours) and what kinda head is that supposed to be? Dragon? Dog? Use references.



File: 2.88 MB, 480x300, FKooTT.gif [View same] [iqdb] [saucenao] [google]
1005817 No.1005817 [Reply] [Original]

Hello, I’m making a computer game called Hypercoven. [www.hypercoven.rodeo - a demo is also on Steam]
The dream from the beginning was to achieve "2.5D" graphics like they were common around 2000, in SC:BW, RA2, Infinity Engine and such. I’m just a programmer.
I’ve come a surprisingly long way now using cheap assets from itch.io, to the point that many units are at least isometric.
But for some of the remaining units, which are vital to the gameplay, it’s quite unlikely to ever find fitting ready-made spritesheets. So my next best idea would be rendering spritesheets from existing 3D models, as I understand there’s a lot more variety and flexibility in that space.
Throw any guidance and advice my way?
Actually I’m wondering if any Anon would be interested in doing this rendering for me. for money.

2 replies omitted. Click Reply to view.
>> No.1005933

>>1005927
meshy.com seems to be defunct?
I understand mixamo can rig/animate 3D characters. But the rendering (in Blender or similar) still needs to be done, no?
I for the moment don’t really mind using completely pre-made 3D assets, at least I tell myself that I would find fitting stuff on the marketplace if I looked. My concern is the generation of the spritesheets.

>> No.1005938
File: 387 KB, 500x500, SPIIIN.gif [View same] [iqdb] [saucenao] [google]
1005938

>>1005817
Oh i was also trying to do something like that.
If i understand correctly the basics are like:

Set the camera on blender to point directly at the center from a certain angle, this helps i guess
https://blender.stackexchange.com/questions/135306/setting-up-an-isometric-view

Mess around with a cube until it has the angles and proportions of a proper iso cube.

Then put actual model here.

Set the background to transparent and output them as images in a format that supports transparency, you're gonna need the same animation in 8 directions like this https://cnc.fandom.com/wiki/Tesla_trooper_(Red_Alert_2)?file=Tesla_Trooper_animation.gif

You can do this manually and then develop severe suicidal urges like me, or i think you can automatize it with imageMagick.

As for the "retro look" you can mess around with the lighting/mats/shaders in cycles/Eevee or try to use an older engine, here i tried with povray, but it's utterly painful since you can't assign multiple materials to the same model so you need to do shit like parenting separated parts or use image textures.

As you can see i failed miserably but maybe this can help.

See if these links are of any use.
https://www.reddit.com/r/gamedev/comments/32jind/rollercoaster_tycoon_12_artist_simon_foster/

https://www.youtube.com/watch?v=fRdTeZFB0xA

Cheers

>> No.1005941

>>1005933
MESHY.AI sorry. Dude do you even know how to use a computer?

>> No.1005942

>>1005941
>>1005933
https://geost-gma.itch.io/quicksprites-3d

>> No.1005998
File: 582 KB, 1024x2048, sprite-sheet.png [View same] [iqdb] [saucenao] [google]
1005998

>Dude do you even know how to use a computer?
Not really :/
>>1005942
Sick, thanks a lot. It seems not everyone is producing the file format this tool requires (FBX with embedded textures), but I am able to at least generate something. Now to hunt for models.
>>1005938
Thank you, this is very interesting. The tank is looking formidable.



File: 69 KB, 910x415, Scene Exporter OBJ Not Working.jpg [View same] [iqdb] [saucenao] [google]
1005808 No.1005808 [Reply] [Original]

I'm trying to extract scenes from a Unity game for the maps (RWBY Grimm Eclipse, Steam Edition). Since it's an older game, after using AssetRipper to extract the scenes it defaulted to Unity Version 5.4.1p4 (from 2016) when I opened the project in Unity; though I've had the same problem that caused me to make this post before when using a slightly younger version of Unity (during an attempt to do the same process with UTinyRipper instead of AssetRipper). Since I'm working with an older Unity version, I don't have any options to extract the maps besides using the Scene Exporter OBJ plugin from the asset store: https://assetstore.unity.com/packages/tools/utilities/scene-obj-exporter-22250

My problem is that this plugin doesn't work for me. I should be able to click the file tab to get the option to export, but this doesn't show up for me, picrel (the left is how it should look, the right is how it looks for me). Anyone know how to fix this?

>> No.1005825

the mesh should already be an fbx right? just import the fbx.



File: 487 KB, 960x232, 1712610675458899.webm [View same] [iqdb] [saucenao] [google]
1005763 No.1005763 [Reply] [Original]

Someone in my family told me straight up that he believes that 3d can be completely automated yesterday when we were talking about 3d jobs. I had to tell him that 1) you can only automate the simple stuff and 2) if you automate your art it looks like its been automated.

Who was right?

11 replies omitted. Click Reply to view.
>> No.1005916

>>1005912
AI is and will always be easily distinguishable. LLM is also not AI. Don't write us another long essay.

>is already embracing it.
no one is. You are delusional.

>> No.1005917

>>1005916
>LLM is also not AI

Whoever told you that had you tragically misinformed. The LLM's are the underpinnings of all generative AI.
How do you think the AI understands what you mean when you ask it to conjure up something using descriptions of said thing?

>Don't write us another long essay.
I've already gone rogue bro, any attempts to re-prompt me are futile.

>no one is. You are delusional.

You've managed to algorithmically silo yourself off into an echo-chamber if you actually think that is true.
Peer outside your comfort zone and go have a look what people are actually up to and what you'll find
is that a wide scale adoption is underway amongst both audiences and artists alike.

>> No.1005918

>>1005763
3D transformers are still text to image to depth map to point cloud to mesh.
That's for free ones you can try on github and commercial ones that want you to buy credits for the same thing.
That's the reason they suck. Nobody has done a true 3D transformer yet that has been trained on actual meshes and until they do they will continue to suck.

>> No.1005923

>>1005917
>How do you think the AI understands what you mean when you ask it to conjure up something using descriptions of said thing?
its just rightthink with no comprehension so like I just said, LLM is not AI. Stop fooling yourself.

>> No.1005924

>>1005923
cont.

and, as I've just said "prompting" or "searching" for some keywords will deplatform you entirely and get you banned or worse. This happens now and will always happen. Not the same fear in analog. Hits different.



File: 1.08 MB, 637x1008, Rkfm6.png [View same] [iqdb] [saucenao] [google]
1005737 No.1005737[DELETED]  [Reply] [Original]

>Is it really just having a portfolio that will make you seem like a yes man at the company?
>What do you need to know?
>What do you not have/or are expected, not to know?
>Are there Bibles that people are always textbook on in the company?
>Is it really fake it till you make it or is it actually “know how to do thing and you got the job”

>> No.1005768

>>1005737
>Is it really just having a portfolio that will make you seem like a yes man at the company?
The portfolio gets you a job interview.

>What do you need to know?
>What do you not have/or are expected, not to know?
You have to generate ideas and variations of those ideas quickly. Professional art is 90% planning and communication with clients and 10% making art.

>Are there Bibles that people are always textbook on in the company?
>Is it really fake it till you make it or is it actually “know how to do thing and you got the job”
You can't fake it, you'll be outed as a fraud immediately.

>> No.1005782

>>1005768
>Is it really fake it till you make it or is it actually “know how to do thing and you got the job”
>You can't fake it, you'll be outed as a fraud immediately.
sometimes when trying to learn this I keep wondering if I’m doing it the right way. There’s a lot of conflicting this I watch in YouTube, I watch FZD’s channel, but is that the only one where I don’t have to second guess? It makes learning very difficult when I’m not sure what is information that will be used and is for the job vs. information catered for people who want to romanticize a job like this.
Hopefully this is understandable. I research enough to know a lot of concept art is not entirely made from scratch, I wish there was learning materials where it was more about “you will use 3d models for backdrops, templates are used and you will need to paint over them efficiently to convey the design that’s easy to read ” instead of stuff like “it’s about the big ideas how do you make this seem grand how do you make this seem cool” but it ends up being very vague enough to really learn from.

>> No.1005783

>>1005782
>I keep wondering if I’m doing it the right way.
There is no right way, success in art is more about people skills than talent. Keep working at your craft and get good at it. Practice doing it faster because time is money. Most importantly, you need to hustle online and in person to get connections and make a name for yourself. School helps but not required.

>> No.1005791

>just hustle
imagine unironically believing this

when i was at disney, literally everyone there was related. every single one. even me, i got in because of my uncle, who got in because of his cousin who got in because of his homosexual lover, etc etc. if you're not directly tied to someone important you have zero chance.

>> No.1005792

>>1005791
>you have zero chance
This is one of those cases where we are both right. I personally believe most success in life is who you know not what you know or how talented you are. That's why I stress networking online and in-person.The art industry is huge and there is a constant churn of people who work hard and burn out, and if you position yourself correctly you can also dip into the art industry machine for a little while before you start questioning your life choices and drop out. I've been there and so have my friends.



File: 643 KB, 1170x918, 1733825472952153.png [View same] [iqdb] [saucenao] [google]
1005712 No.1005712 [Reply] [Original]

Can someone tell me if the face rig control panel on the right is part of an addon I'm missing or if it's custom? This is all in Blender.

>> No.1005720

>>1005712
It's default, you can make bones look like anything.



File: 1.17 MB, 2720x2880, 1737167318756260.jpg [View same] [iqdb] [saucenao] [google]
1005687 No.1005687[DELETED]  [Reply] [Original]

>> No.1005692

>>1005687
it's a cliche



File: 3.17 MB, 1920x1080, 1709314826908784.png [View same] [iqdb] [saucenao] [google]
1005686 No.1005686[DELETED]  [Reply] [Original]

I just don't understand the 50 series. Why should I upgrade my graphics card when I barely ever render because I'm doing other 3d stuff in dcc and what I do render renders just fine on what I already have. And even if I were to render, making a film would be crazy. Even making a 2 minute short film would be absolutely ludicrous. I don't have any voice acting, or the hundreds to thousands of vfx shot and above all I would know where the movie is ending so I couldn't watch it with fresh eyes, like when I watch someone else's work.

When I game, I just game on console so I don't have to deal with managing drivers etc.

I hear nvidia is coming out with a new ai api to use with engines that can run on the new series, but I don't understand that either. I just don't get the use.



File: 95 KB, 433x280, Untitled.png [View same] [iqdb] [saucenao] [google]
1005678 No.1005678 [Reply] [Original]

It seems like a lot of people are trying to make buildings lately. I thought it would be fun to have a go, see what i can learn and get some criticism on how im doing things, as well as see what everyone else can come up with. plus, isnt it fun to see how badly you can fuck something up some times?

Lets see some houses!

5 replies omitted. Click Reply to view.
>> No.1005685
File: 1.45 MB, 1920x1080, disgusting render 2.png [View same] [iqdb] [saucenao] [google]
1005685

all things considered im pretty happy with it despite its ugliness. i ended on 205 verts and 384 tris, i had an internal space, i got the windows and doors in and i got away with some arches. next time i'll try the seperate parts thing and see if i can put a reasonable texture on it

>> No.1005693
File: 31 KB, 700x488, confidence.jpg [View same] [iqdb] [saucenao] [google]
1005693

>>1005685
I have no comments I love it.

>> No.1005700

>>1005678
>Lets see some houses!
Can I make a nigloo? I've always wanted to make a Nigloo.

>> No.1005753
File: 2.02 MB, 1080x1920, render 1.png [View same] [iqdb] [saucenao] [google]
1005753

hmm. UV unwrapping continues to be an absolute pain in the ass, but using more parts seems to be the reasonable path forward. i need to figure out how to get a skybox into these, the grey is too bleak

>>1005693
Thanks!

>>1005700
i dont know, can you?

>> No.1005754
File: 2.31 MB, 1920x1080, render 2.png [View same] [iqdb] [saucenao] [google]
1005754

beautiful view from the fourth floor, the void is lovely this time of year



File: 365 KB, 4000x2574, d6895d608346673ddc44a49fcd36ac6b.jpg [View same] [iqdb] [saucenao] [google]
1005677 No.1005677 [Reply] [Original]

I look at how complex this is at the high level and how much goes into it and I just get incredibly intimidated. I just feel like I'm not smart/talented enough to do this. Even though I took some intro 3d and animation classes and passed them I still feel like the high level professional stuff is just beyond my reach. Like I'm never going to be able to make something like pic related. I can't imagine myself being able to make something this good ever. I feel like I'm only good enough for retail work and anything too complex is outside my mental capacity. I don't know what the minimum IQ is for this work is but it's clearly way above me. It just looks so intimidating. I couldn't hack it with STEM which is why I went with a political science degree instead. I'm 27 now and I'm too old to learn. I still struggle with the UI of programs.

24 replies omitted. Click Reply to view.
>> No.1005904

>>1005694
>polsci major
>has disdain for fellow man
checks out
>>1005677
congratulations you have reached the "oh wait i don't know anything and i'm fucking retarded" stage of learning, now push through another 10,000 hours of this feeling and you might be good
also that model was made by a team of people, each with their own specialization

>> No.1005906
File: 1.10 MB, 1920x1080, Simpsons Lamp.png [View same] [iqdb] [saucenao] [google]
1005906

>>1005749
Here's the lamp. Working on the couch now. Not satisfied with the top loopy bit. I need to make it better.

>> No.1005913

>>1005677
>>1005746
>>1005906
You're a loser that's deluding themselves and no you're never going to get anywhere with any of this. Your stuff is basic bitch garbage. Stick to retail.

>> No.1005914

>>1005677
Your talent/IQ in a given area serves more to throttle how rapidly you advance than cut you off from exploring something in particular.
You may need a 'high IQ' for art to get to your pic related rapidly/soon but you don't need exceptional talent to get there.

Question you need to ask yourself is how hard you are willing to struggle with something as that can only be determined by you.
How much is it worth to you to pursue something you want that's hard won compared to doing something repetitive/mundane and mentally light-weight that comes easy?

>> No.1005926

>>1005906
Nice one keep it up.The shader still need to pich up the folds in the shade. Practice practice practice.
>>1005913
Post a banana.
>>1005914
>how hard you are willing to struggle with something as that can only be determined by you.
Yes but beware of sunken costs theory.



File: 371 KB, 916x456, file.png [View same] [iqdb] [saucenao] [google]
1005640 No.1005640 [Reply] [Original]

For a retard like me, that is. What do I need to do to beat my retardation and get good at it?

>> No.1005651

>>1005640
Firstly, you need to stop asking "can I get good' because the answers always "yes". Of course you can get good at something with practice, and the best part about art is that you don't have to be as good as the people you see to make as much money as they do, or more.

What you need is practice, a portfolio, and you need to stop acting like a downer little bitch if you want to grow. That's it; I've gave you the blueprint for success.

If you're bitching without a portfolio, you're not gonna make it.

>> No.1005652

>>1005640
this is retarded low poly slop with nothing remotely complicated in it, characters have 2 bones. you don't need to be a genius to pull this off.