[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG


View post   

File: 179 KB, 1900x928, jesus fucking christ.jpg [View same] [iqdb] [saucenao] [google]
480233 No.480233 [Reply] [Original]

> GAEMS GAEMS GAEMS GAEMS GAEMS GAEMS GAEMS GAEMS GAEMS GAEMS GAEMS GAEMS GAEMS GAEMS GAEMS GAEMS GAEMS GAEMS GAEMS GAEMS GAEMS
> HOW SOON GED JERB IN GAEMS

where did all of you fucktards come from

https://www.youtube.com/watch?v=lGar7KC6Wiw

>> No.480234

> "I will download ZRemesher and make nazi zombie robot pokeymans that EA will want to hire me for"
> "Do you know the first thing about anatomy"
> "I have Poser and have made several popular big tit morph freebie downloads on ShareCG"

>> No.480235

>>480234
>my textures are realistic cause I used TB2 and it has PBR. PBR means its realistic.

>> No.480237

>>480233
Real-time graphics is just that much more fun to work with compared to CGI anon.
Also it's a hell of a lot cheaper, if you have a gaming computer you have all the hardware you need to dive right in.

Back in the days game graphics were so crude that games didn't appeal to most people interested in the art aspect of CG
so everyone on the forums did 'fine arts' still type renders pretty much.
But with the rise of normalmapping and pixelshaders ~10 years ago that all started to change, the same skills necessary to make fine arts tier CGI
now were needed to make the most out of real-time graphics.

Today we're at a point where a realtime shader that renders at a hundered frames per second can look almost as good as real CGI. So fucking around with render settings
for hours and waiting several minutes to see what you did appeals to fewer and fewer.

Especially with the rise of things like unity and unreal.

>> No.480246

>>480233
Wooooooooow! DUMB! Picking up a child-behaviour and thinking a lot of people are dumb!

I guess you don t know how things are changing. Even know things are not! as the video describes some at least.

SHIIIIIT!

>> No.480248

"all you fucktards" ?

This post makes no sense. Are you trying to say that everybody on /3/ is some wannabe game designer with ideas but no talent?

This post is the definition of autism. The only fucktard here is you, OP.

>> No.480251

>>480233
that vid is true for pretty much any industry

don't be butthurt just because your art sucks m8

>> No.480263
File: 17 KB, 246x250, thumb..jpg [View same] [iqdb] [saucenao] [google]
480263

>>480237
>Today we're at a point where a realtime shader that renders at a hundered frames per second can look almost as good as real CGI.
>real CGI.
Both are CGI. CGI means computer generated imagery.

>at a hundered frames per second
Why not 101 or 99?

>> No.480268

>>480234
> "Do you know the first thing about anatomy"
>I use Make Human

>> No.480276

>>480248
>Are you trying to say that everybody on /3/ is some wannabe game designer with ideas but no talent?

oh no never

>> No.480300

Hey guys this is my first post I am a prospective games designger looking to make my portfolio and go to a professional game making school
Im not good at programming or art im more of an idea and design guy, I watched every epidode of extra credits and have watched multiple unity tutorials, and I was wondering which program is better for games making blender or autodesk maya, I am only looking for basic models so I can make placeholder art to get my kickstarter up, maube steam greenlight early access so I can later pay artists to make the art I want for my game idea, so I was thinking of using blender since its used by many game companys in the industry and I have seen tutorials.
My question is should I learn how to use zbrish first (I only need basic models) and can I get them into unity without the full version, if not will anybody fo my models for me I will pay you 10 $ per model when I sell enough copys of my game on steam.

>> No.480302

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.480316

>>480276
You realise half the users here are hobby artists with no specific preference to the game industry, right?

>> No.480320

>>480300
10/10

>> No.480333

Ok

>> No.480336

>>480263
CGI as understood by anyone doing computer graphics is mainly special effect shots that are aimed to mix seamlessly with live action in film.
The fact you point out the imagry is computer-generated is becasue it might not be obvious to a naive viewer that this is the case.
You don't call just any video graphics 'CGI' just because it is imagery generated by a computer.

>> No.480337

>>480336
no, CGI is synonymous with computer generated imagery in the general sense as opposed to traditional graphics, which are done in a non digital medium.

>> No.480339

>>480233

My only complaint about that video is how the robot is implying getting laid off in the game industry is a 'bad' thing

You're gonna fucking get laid off pretty much all the time, unless you're working real tight with a major AAA game studio.

You get hired, you make assets, you finish the game, then you get laid off. The studio you worked with pretty much disintegrates and they all go off in search of new work. It's not like it's a bad thing, you'd already have the idea you'll get laid off after you're done with this and you get told months in advance. If the crappy game you had part in making is somewhat of a huge success, then you get calls like "Hey ___, how about making another?"

The game industry will be aware of the amount of times you get laid off, they're not going to look at that and think it's because you were a dick or something, and if you actually were, they'll know. The game industry just wants talent, not "dreams", not "ideas".

>> No.480340

>>480302

>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.

Please. You're making it sound like all you have to do is hit the button and then check if it did a good job then done.

>> No.480345

>>480300
Just buy a mac, download blender and make some low poly models to fill your portfolio up with.

Present that to any games company and you will be hired.

>> No.480361

>ctrl+ f summer
>no results
I'm surprised.

>> No.480363

>>480345

>buy a mac
>download blender

why not go all out and just buy a fedora and an e-cigarette too?

>> No.480406

>>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.480408

>>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.480425

>>480406
>may even get sued for submitting badly created models

sure kid

>> No.480429

>>480300
You have the wrong information about a game-designer.

Do your research. And there plenty of other plattforms to inform yourself about being a Game Designer.

You sad you watched "Extra Credits" and they have videos about being Game Designer, Artist!
You are the Connection in a group

>> No.480430

>>480363
As much as i agree with this, a surprisingly large amount of game devs use mac

>> No.480431

>>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.480472

>>480406

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

Glad you conveniently left that tidbit out of your previous statement. You're making yourself sound like a bumbling retard. Even moreso when you say "... may even get sued for submitting badly created models" after telling someone to use ZRemesher.

I don't know a single studio out there that will hire a modeller who throws their shit in ZBrush and retopo's strictly using ZRemesher only.

>> No.480476

>>480431
>Um

Name one

>> No.480484

>>480476
Name one of what.

>> No.480487
File: 11 KB, 200x280, 25492_4b77914757588d783b0b8792b2450502.jpg [View same] [iqdb] [saucenao] [google]
480487

>>480472
>conveniently
Implying.

>> No.480497

>>480487

Are you sure you know what that word means

You didn't say anything about throwing it into Maya to further edit something, making your earlier post sound like all you have to do is stuff a model into ZBrush and ZRemesh it to retopo it.

There are no implications, you made yourself seem stupid.

>> No.480521

>>480487
>>480497
>Implying.
Are you sure your talking the same person?