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/3/ - 3DCG

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>> No.481059 [View]

>>481056
No, It's workflows are against what you'll be doing with other programs so it's counter productive to learn.

Just pick up the student version of Maya and begin learning it, It's free but you can't do anything commercially with it.

Full price maya is like 5,200 $ but you can get the subscription that is cheap as hell 200$ per month.

You can't really buy to own anymore as reasons never explain.

>> No.480744 [DELETED]  [View]

>>480734
>Studios aren't going to buy new software every time they hire someone new.
Usually they already have the software installed and ready for their new employee.

>> No.480431 [View]

>>480425
Um, I don't know if your are joking or don't know but you can get sued in the industry for many things like not meeting a timeline, leaking information and so on.

>> No.480414 [View]

>>478751
That's easy. You practice. You keep practicing and you'll get better.

It doesn't happen over night. You will need to learn how to draw humans and figures because understanding how they are constructed will help a lot and you will need to have references up always to help you create the most accurate object there is.

>> No.480408 [View]

>>480345
Please don't do this, You won't get a Job

Your portfolio should only be your best work because they people checking theses will expect the best.

As people will look at your low poly models and tell that you've used it as a filler and won't hire you because you haven't put the work in.

It's like using student work from a course you did in your portfolio, you won't get hired and you'll probably get laugh at for doing that.

I suggest to everyone here that you watch theses videos they explain techniques and ideas you will need to break into the games development industry.

>www.gdcvault.com/free

Read theses as well, it's free and has tutorials on making just about everything by artists from all over the world like Valve.

>http://artbypapercut.com/

>> No.480406 [View]

>>480340
That's pretty much it and you'll usually throw it into Maya and do more editing.

In this industry you'll need to check, double and then triple check everything you make or you'll never get anywhere and may even get sued for submitting badly created models to an employer who is expecting something above what you've created.

>> No.480302 [View]

Alright, Answer time.
>>480234
>ZRemesher
Is a industry recognized way of retopologizing a model, why? because it cuts a workflow that is several days depending on the model to less than a few hours.

You'll need to run over the model and check to see if its incorrectly topologiz it.

>>480234
>anatomy
Learn how to draw it and you can then apply those skills to modeling.

>> No.479907 [View]

>>479905
>>479905
Hi. I actually work in the industry and it sounds to me that you want to be in the game industry but don't want to put the effort into practicing.

Believe me, I know its shitting spending days animating something that someone won't ever see but that is how you become fast and effective worker.

If you can animate something good and fast, you'll have all the work you need.

However.. Motion capture is beginning to take over more realistic animations but stylized stuff is still done completely by hand.

>> No.479752 [View]
File: 169 KB, 460x345, ABIGAIL-Apricot-SKIN-VENDOR1.jpg [View same] [iqdb] [saucenao] [google]
479752

>>479705
Yes, You can make money in Second life and you'll need to know how to texture, animate and model if you want to sell your assets.

This is one of the most popular items on the store along with shoes and other female products because that's the community of Second life.

>Mostly housewife's.

>> No.479622 [View]

>>478715
ZRemesher can be a powerful tool if used correctly and cut down a workflow of optimizing a mesh from a day to less than 5 minutes.

Now OP's problem, I'd suggest smoothing. Just give it a love tap with your tablet nothing to hard and it should flatten it out and when you next remesh the problem should be gone.

>> No.479621 [View]

>>479232
I'd recommend if you want to learn how to paint objects about learning about how to concept because it flows into texturing.

>> No.478774 [View]

>>478020
Hi.

If your trying to work in source engine your probably better off using an older version of max because valve haven't release many updates for maya and most of their support is limited to that of max.

Second, If your a student you can't submit content with maya and max as it violates the TOS agreement as to go commercially with the program you'll need to buy it.

>P.S Maya is about 6,000 for 3 years.

>>478020
As for Environments, What are you lacking? Would you kindly show us some of your work? I'd love to see it and give you some notes on it.

>> No.477631 [View]

>>477629
>displacement modifiers
That actually requires a lot of power to do, you only really use them when you need em and not on everything.

>> No.477323 [View]

>>477134
>3D Max
You can easily archive this, however i'd recommend switching to Maya.

>> No.475798 [View]

>>475161
Alright. You will still need to optimize your level mesh.

Although remember some artists don't actually bother as they claim it's a waste of time.

>> No.471298 [View]

Alright, I'll explain it now.
>1940 Animation
You'll first create a scene which is very detailed when compared to your character as you will need to be animating him or her and it saves time if she isn't fully painted like the scene but is instead just some basic shadows, highlights and colour.

then its essentially just animating the frames, to do this correctly you'll need to make a start frame, middle and end frame then you'll just slowly fill in the gaps untill you've got a animation that flows.

>> No.470920 [View]

>>470773
I was thinking about something in relation to TF2.

>> No.470752 [View]
File: 26 KB, 445x324, 1359764085668.jpg [View same] [iqdb] [saucenao] [google]
470752

>>470746
No there isn't a single site that you'll source material from, I useally hunt around like for example i found this on 4chan.

Others on Pintrest, Deviantart, Ebay, Google.

Anyhow..

Back on topic.

>> No.470086 [View]

Alright!

I think its time to wrap up this Challenge, unless you guys want an extension?

If not please feel free to suggest another topic.

>>469554
We make models in 3D Editors, Programs like Maya, Max and ZBrush.

You'll start with a reference image in most cases then just import it into your scene and start blocking out the form with a primitive after which you'll begin to do the more detail and so on.. until you've got a complete model.

It can take anywhere from 2 hours to a week depending what your doing and how good you are.

>> No.469327 [View]

>>469301
This can be done easily. Essentially you make your hand a separate object then the claws another and combine them.

you'll now have claws that can be animated that won't warp the mesh when retracted as they aren't connected to your main mesh but they are part of the main object.

>> No.469211 [View]

>>469210
I like this guy because that is a good question, it depends on what style of anime. Some will have extreme detail and others will have almost none.

>> No.469209 [View]

>>469175
Alright.
>World of warcraft

It is all of theses things and in the creation of an object you'll need to take it down from around million poly to a render-able amount to about 2,000 or more.

now you'll lose detail, Which means you'll have a normal.

why isn't shiny? you'll need a specular map to make it shiny.

you'll naturally need a displacement map to counter the flatness of it and maybe a bump map as well.

Unless your creating minecraft and don't have any detail you'll need all of theses things.

>> No.469207 [View]

Oh, You'll probably want to know the current programs in general use.

>Autodesk Maya
It is 3d max replacement, although not as powerful it makes up for it with melscript.
>ZBrush
Just like sculpt an owl.
>Substance Designer and Painter.
Pretty much is your go to texturing tool.
>Photoshop
Mostly used for concept art and texturing.

Game Engines.
>Unreal
Free but with a catch.
>Unity
Free but has odd restrictions.

>> No.469205 [View]
File: 90 KB, 500x500, Terminal is here.jpg [View same] [iqdb] [saucenao] [google]
469205

Hi.

>Video Games
I see your trying to get a job in the industry. Now. Lets just say your trying to do video games.

Company's tend to ask for a portfolio, however. you'll still need to pass something called an "Art Test" which is a set amount of time that proves you can do what is display in your portfolio and that you can work fast without guidance.

depending on what company you may face from a single test to a dozen tests depending on the company and their standards.

Portfolios help a lot as a reviewer can take a single look at your portfolio and tell if your good or an armature by just a few things.
>I.E Standard Nuke effect in Maya is not a good thing to use in your portfolio!

>3D Printing
Alright, You want to do 3D Printing. Most company's will use a 3D Scanner and you'll need to be familer with programs that interrupt raw data like that and be able to clean it up if necessary.

>VFX
Finally, VFX. Similar to the game industry in a lot of ways but programs and techniques will be sometimes similar or different however they tend to sick with most of the same programs.

Now, it is harder to switch between VFX Stream and Game Design Stream as certain things become an issue that i won't go into detail.

I hope this helps.
- Terminal

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