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/3/ - 3DCG

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>> No.688083 [View]
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688083

>>688056
i don't have to imagine; i can witness the blendlet degeneracy everyday on this hell hole of a board

>> No.687405 [View]
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687405

>>687399

>> No.681580 [View]
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681580

>>681508
>SJW's don't swing up.
that checks out

>> No.631008 [View]
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631008

>>631004
like.. having a career

>> No.592023 [View]
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592023

>>591990
>year = 2027
Blender is still who-gives-a-fuck tier, most people stopped contributing to its open-source.
Autodesk can't bring anything new to the table, updates are pointless since 2021
Zbrush is battling with a new sculpting software that can handle as much but requires a drastically less autistic workflow
CGI for games and movies are still eons apart despite what people believe now
VR is as cool and relevant as the Wii is to us right now in 2017
Many Maya and C4D fags have switched to Houdini. 3ds fags hold on to the Max.
Some folks still claim that PBR is a pointless fad
Hipsters have tried to bring Softimage back via crowdfunding. They failed and left for Japan with little money they made.
The Rock has been 100% digitized before suffering a tragic death in 2024. He stars in 18 movies each year. The uncanny valley is strong.

>> No.580931 [View]
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580931

>>580929
nice, I love a good b8

>> No.540998 [View]
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540998

>>540356
>>540956
Here's another example of shitty archviz
>Why is it shitty anon?
The perfect shitstorm called "cheap-software mixed with very poor knowledge"

Thinking that you can shortcut everything is the first step towards being and staying shit-tier. Sometimes you actually have to work to understand the means to create great images.

>Architecture
>Light
>Photography
>Physical materials
>Etc

Time is money, but if you cheapen all the time, you'll do shitty jobs in your basement all your life.

Research your subject, learn about it, get the proper tools, find mentors, push your limits. Only then will you have a successful career and a portfolio worth showing.

>>540994
Cheating in Photoshop is essential, yes, but you need a good 3D base to start with. It must be more about enhancements than patching and correcting major flaws.

>> No.540661 [View]
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540661

>>540583
>>540590
>>540591
>>540655
Not actually at one of the three OP mentioned, but somewhat similar company, working on AAA and popular shit.

I visit /3/ because some days I just have no life and it makes me kek to see all the shit-tier stuff people do on blender. I also give comments and feedbacks when it's worth it.. a few people do have potential here and they deserve encouragement.

>> No.526277 [View]
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526277

>>526276
>CURRENT YEAR

>> No.524813 [View]
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524813

>>524812
>Yes, but Vulkan was supposed to be an explicit API - not "write once, debug on 10 different implementations"
You don't understand what you're talking about, let's leave it at that.

>> No.524466 [View]
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524466

>>524465
You have no idea what 1:1 is, do you? I've looked at literally hundreds of making of art books for AAA games and movies and not one is going for 1:1

>> No.522973 [View]
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522973

>>522971
On your own is like in my example, learning to drive an atv. If you've actually bought learning material such as books or watched paid video training such as any video you'll get on cgp you've gone into the not-self-taught realm. Stop kidding yourself. For example I'm learning to program DX12 now by reading a book by Frank Luna . I dont claim to be self taught. He teaches me, through text so I dont have to physically travel to his location and quit my current job. Also so he doesn't have to repeat himself over and over for others who want to learn

>> No.519843 [View]
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519843

>>519841
>I'm in the industry for 8 years now.
what industry?

>> No.517806 [View]
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517806

>>516114
>>516140
>I render out a few frames so I can average out the noise.
..........wtf man, just render one clean frame and add noise in post if you really want some.

I've worked on pretty much any type of possible render situations and a frame never really went over 16 hours for a very complex 15K-wide image for AAA marketing piece. Optimize your scene, learn what the settings are for. 2 days is just ridiculous. Most renders should take around 10-60min, broadly speaking.

>> No.515973 [View]
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515973

>>515972
mate, those jobs are for sales positions in "Vector" marketing. Vector is a scam. I went to an interview with them, they literally wanted me to join a knife-selling door to door pyramid scheme. You know nothing about jobs and you're hopelessly out of touch

>> No.514268 [View]
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514268

>>514260
are you telling him to learn 2D? sounds like you're telling him to learn 2D.

>> No.508714 [View]
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508714

>>508664
>>508665
>>508678
>>508691
i think you guys are way ahead of OP
>>508694
this guy gets it, but I would argue that Keyshot is a bit lazy when it comes to rendering

>>508660 (OP)
OP, it depends of what you want to accomplish. If you have a team of 3 people, I would suggest that one concentrate on modeling (Zbrush + Maya or 3dsmax), one on textures, shading, lighting and rendering (Photoshop + substance, Vray or Arnold or Renderman), and the last one on rigging and animation if that's what you guys aim for. After that, it's a matter of rendering passes and compositing in a nice way, which is easier with any Adobe tools than with Nuke (even if it is more powerful, AfterFX can suit your needs nicely)

Learning about color, composition, photography will greatly help your process, watch a lot of tutorials, learn from the best (ILM, Pixar, WETA, etc.) and read about "classic" art, movies and comic books. It's a long, long way, but very interesting, and you will be amazed of what you can accomplish after a single year. Godspeed anon!

>> No.496897 [View]
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496897

>>496655
Not to be an asshole, but everything is indeed very bad. But don't give up, you surely learned a lot along the way, and your next piece will be better!

>> No.495876 [View]
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495876

>>495748
>implying way too much
that's why you have a crappy job m8 (if you even have one)

>> No.482090 [View]
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482090

>>482035
>>482036
There are a couple of cool places to work at in Québec City and Montréal - even the largest companies if you get a Senior rank: Hybride, Rodeo FX, Ubisoft, Eidos, Mokko, Volta, Squeeze, SidLee, etc. Outsourcing will be a path that those companies take from time to time, but they'll always need artists in-house to create, establish quality standards, and supervise the incoming work.

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