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>> No.903715 [View]
File: 3.15 MB, 1920x1080, demo city.png [View same] [iqdb] [saucenao] [google]
903715

>>903487
A few days ago, I set the goal for myself to do a city. Since I had Houdini experience, my first impulse was to make use of it. It wasted a few of my days, and I realized that rather than messing with its half baked nodes, I need specialized programs for the task. I got SceneCity, and here is the default city with a desert theme, 5m to setup and 15m to render. The lighting is poor, but that does not matter as this is just a demo. All this is a good lesson for me as I got stuck for a few days, and broke out by letting go my inhibitions. I developed my various skills over the last 8 months, but if I want quality, I should be using procedural generators and kitbashing. Nothing is going to get me faster to my goals than that. It is like how if you are programming, it is a much better idea to use a library than spend your valuable time doing your own. It is a bit heartbreaking as this way of doing art requires little skill even if it gives the best results, programming went this way long ago. I have some sculpting skills, but I am going to look in chara generators as well after I am done with environments, and only modify them enough to get what I am going for. Doing anything else would mean competing with dedicated prop and chara artists, and nobody is going to reward me for that. My audience is only going to care about the end result.

Anyway, here is the Cycles render, it is too drab and dull. Even if I put in some work, it would still have that distinctive 3d look. 2d artists tend to have distinctive styles that you can tell from the image, but 3d works look similar to one another. This is both due to how 3d renderers work, and how the models are made and textured. The great precision of 3d works against it in this case.

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