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/3/ - 3DCG

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>> No.654494 [View]
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654494

>>654419
>>654448
>>654450
Thanks!

>>654466
Hmm, I guess you're right. Thanks for the feedback, I'll try to work on that!

>> No.574157 [View]
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574157

>>574156
After fucking around with the shotgun a bit trying to space out the edges I realized it'd be impossible without adding a shit ton more vertices with no real visual improvement.
The way it is now is the most detailed it'll ever be anyway, probably.

I'll definitely keep what you have here in mind, Thanks anon.

Next step for me is to make sense of blender's UV system. I haven't been able to make a cohesive map at all.

>> No.493316 [View]
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493316

>>493151
looks happy

>> No.463347 [View]
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463347

>>462821
>>462822
>I'll do it tomorrow.

lel. He totally did it and proved himself wrong and now doesn't want to post the results.

>> No.411329 [View]
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411329

>>411314
np :))

>> No.393352 [View]
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393352

>>393349

>is it better to get good in 2D BEFORE trying to touch 3D modeling?
Well, I wouldn't say "don't do any 3d at all until you are good at 2D". It wouldn't hurt to at least start familiarize yourself with basic 3D stuff as 3D takes a very long time to "grasp" (it took me nearly a year to fully understand topology and UV unwrapping).

But yeah, artists who are fully grounded in 2D helps LOADS when going to 3D. One of the reasons why Jurassic Park looks so damn good and still is amazing even 20 years later is because the people who worked on it were very experienced 2D animators.

>> No.368039 [View]
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368039

>>368035

Thank you. This is the kind of advice that /3/ needs more of.

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