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/3/ - 3DCG

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>> No.796356 [View]
File: 158 KB, 816x754, 1488194354787.png [View same] [iqdb] [saucenao] [google]
796356

>>794659
honestly, this
for YEARS all the shit done in substance looked the exact same, it was a total turn off

>oh here were go again, some generic metal with generic wear, edge damage, and a bit of rust...

100 layers is a bit much for a prop, but let's say you combine all the parts of a character, it's not that far

anyone thinking an asset can be properly textured in substance with presets and a few clicks is having a real bad case of Dunning-Kruger

>> No.599913 [View]
File: 158 KB, 816x754, 1488194354787.png [View same] [iqdb] [saucenao] [google]
599913

>>599887
THIS
fucking this

PBR doesnt mean that all the work is done for you, you still have to know how to shade and create texture maps properly, it's just a way of streamlining the workflow based on real-world physical values and properties that materials have.

>>599865 I won't argue that it indeed works best for metals, plastics, and whatnot vs organic materials, where you still have to cheat the SSS. Still, PBR brings some standardization regarding that, and real-time shaders are become more and more able regarding translucency. It's never gonna be 100% physically correct anyway, but the process is eons better that what it used to be.

But of course the mongoloids of /3/ will fuck that up and claim it's a fraud; that's what clueless amateurs do.

>> No.598864 [View]
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598864

>>598832
Humm.. while it is true that each artist has his way of doing things and there is no "best" "golden way", it's a bit misleading, in the sense that there are definitively BAD ways of doing things.

Professional 3D like games, movies, and rendering has important technical requirements that should never be ignored just because "muh workflow". Bad workflows exist, just as good ones do; so good tutorials should be eye openers on important knowledge without being too restrictive on softwares and whatnot. The principles matter.

I don't know if you have a career in 3D, but if you don't just let me guarantee you something: there definitely are best practices. I see way too many freelancers and partners bullshit their way out of projects, which end up being technical and visual shitfests. So yeah, I'd say that developping a proper workflow based on solid knowledge and the latest technologies is key if you want to make it.

>> No.586538 [View]
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586538

>>580894
>>586534
I highly doubt its ever gonna be the case
I have to work on both cinematic and game assets from time to time and the processes/methods are really different from one another because of the inherent nature of each in what they allow.

The differences in results are highly noticeable, mostly because of the level of details that is possible to show in the models/textures. Most final game assets are just gross from up close, but work just fine in the limitations of their media and the distance we see them. Optimization is always an issue. On the other hand, professional movie models can have millions of modeled details and virtually unlimited UDIMs for highly detailed and nuanced 8K maps. Shading got better for games with PBR, but pre-rendered stuff has the advantage for anything remotely complex like refraction, sub-surface, etc.

I'm also ready to assume that CGI for movies has made incredible advancements in rigging/skinning and muscle systems, something that real-time is not ready for.

Finally, hair/fur is something that games is waaay behind because of the complexity of showing a huge amount of elements in real-time, especially in a dynamic way.

It's not even a matter of coming up with better computers of quantum computers or some other shit, it's just that producing a realistic scene with all the complexity of life requires an insane amount of details that can't be shown in real-time given any potential computer power.

There as been some insanely good demos made with game engines, but the gap is still huge and won't close anytime soon, if ever.

>> No.580560 [View]
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580560

>>580551
>Why do people cry about unwrapping so much? I find retopo more of an annoyance.
This, a thousand times this

>>580553
Sure, if its for a still. But in the rare case that a client might accept it, try handing a zremesh to a rigger/animator just for fun. Keks will ensue and you'll be seen as a very ignorant modeler.

>> No.555002 [View]
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555002

>>554967
>If I can't make a photo realistic loli hermione granger doing futa wednesday addams and fap to it then I don't even wanna be an artist anymore
>artist
in fact you're just a retard with a pricey computer

>> No.553428 [View]
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553428

>>553354
thats not how it works at all, but I think you know that

>> No.553260 [View]
File: 158 KB, 816x754, tbhfam.png [View same] [iqdb] [saucenao] [google]
553260

https://www.education.gov.au/vet-fee-help-reforms

HA
Hope you all finished up in 2016!
Pepper your Angus for the American style Student Loan system bitches!

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