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/3/ - 3DCG


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File: 120 KB, 640x960, 2HU4GzTcyhpqN6HFf0QeSGQDYIFuPgG1-5PT0DOe-Fo.jpg [View same] [iqdb] [saucenao] [google]
641126 No.641126 [Reply] [Original]

>pic related
>tfw I instantly zoom in to check that old wood texture and completely ignore the girl

>tfw sometimes I stop in the middle of the street to check that brick wall from various angles

>tfw keep crouching and repositioning myself like a retard at different heights to check that roughness map on the furniture

>tfw obsessed with rocks and can't understand why others don't find them interesting

>> No.641137

>>641126
> resize the image an immediately realize its fake
>the girl looks like a real doll (a very nice one but still fake)
>low res table texture
>shoulder looks weird

Ugh so hard to get impressed by 3d after all these years.

>> No.641153

>>641126

>Watch movies and observe global illumination in trees and interiors, wonder why real life trees are sometimes as dark as 3d trees without GI

> Amazed at real life reflections and the fact that I can look at myself in a mirror in real time without any hacks

>Look at real life materials from the angle the light is coming from to see how glossy they are

>Look at niggers and wonder why 3d artists would waste their time and talent sculpting/modeling. Maybe because they are forced to by Naughty Dog and Bioware?


>Think about blunder every time I pass by a Dunkin' donuts and a Krispy Kreme.

>> No.641154

that's just autism

>> No.641158

>>641137
That's a real Madelaine Petsch photoshoot.
Likely heavily post worked though.

>> No.641164

>>641158
---> the joke
<--- you

>> No.641172

>>641126
Such advanced humor...
You should be a comedian.

>> No.641192

>>641172
It's not meant to be a humor.

>> No.641194

Same here. Sometimes I just stop in the middle of the street and take photos of some fucking puddles, mud, rocks, brick walls, pavements. Each time they're ment to be done in bitmap2texture and substance painter, but only one has gotten been fiddled with so far. Half a year and counting.

>> No.641195

>>641192
>>641192
I thought you were doing "this render sucks" meme.. to bait people saying; "it is because of eyes, they can never do it right" or something like that..

Jokes aside. I'm also doing same, of course. Also I'm looking at people, their clothes, etc..
in my childhood my art teacher told me, to look at everything and everyone and to try to memorize their clothes, textures, scales of objects compared to each other, postures of people, walk cycles, etc.. and that lesson stuck with me ever since . Even In a period when I was not doing art.

>> No.641197

>>641126
not so much textures but the thing I became interested in is the way how light behaves, especially when tricky like diffuse or scattered light and then wonder which renderer comes closest.

>> No.641199

>>641197
I wish I was able to tell apart the renderers or game engines. Maybe it will come with experience, but I don't know how others are doing it.

>> No.641201
File: 29 KB, 660x574, pepusmemus.jpg [View same] [iqdb] [saucenao] [google]
641201

>>641126
Literally me

>> No.641202

test

>> No.641203

>watching dispersion of flowing water
>looking at how light scatters underneath light-shadow boundaries of skin and various other objects
>thinking about how perfectly soft/rounded edges are on things
>wondering how many surface details could be faked with normals if I was suddenly in a game world
>trying to work out the subdiv topology of various real world objects
>admiring how quick, efficient and gorgeous real world global illumination is
Honestly can't tell if 3D's ruining or enhancing the way I see the world.

>>641199
Between game engines and path-tracing engines is easy. Quick identifiers would include reflections (game engines are screen-space while path-tracers will reflect everything possible), shadow quality (path tracers do shadows of infinite detail for example), overall shader quality (path tracers can do a hell lot more materials, mostly proper organic materials like skin). The Nvidia RTX nonsense closes the gap for the first two, but until we see diffused subsurface scattering being performed real-time there's always going to be some identifiable divide between the two.
Between path-tracing engines is a little more tricky, since ultimately they all function on the same set of equations to transport light around. The biggest difference between them is usually efficiency and speed. Visual differences will have to rely on your knowledge of the renderer's feature set. For example, Blender's very own Cycles renderer can't do realistic dispersion of light as well as caustics to any efficient degree. So if you come across a glass-heavy render and it's missing out those two, then you'll obviously know some blendlet made that.

>> No.641248

Wonder why black people play random dance idles

>> No.641292

>>641126
this is what a noob 3d artist does.

In 10 years you wont think about any of this anymore.

Your skill will be instinctual

you will hate your job

>> No.641330

>>641292
>you will hate your job
y though

>> No.641331

>>641292
You're confusing skill for being a wage cuck.
It's not our fault you entered one of the worst fields instead of just leaving it as a glorious hobby master race.

>> No.641349

>>641330
Because the industry has a way of grinding people down and out.

>> No.641351

>>641349
Are you talking about all fields of 3D or just one particular? What about gamedev? I'm a member of some Discord groups with plenty of pros, and they don't seem to be so depressed about it. Only here am I reading horror stories regularly so I'm not sure anymore that it isn't just trolling.

>> No.641360

>>641351
VFX and Game Dev will make you hate 3d after 12 years. Unless you are a psychopath or some weirdo.

>> No.641362

>>641360
That's probably equally true of every cog-in-a-machine kind of job.

>> No.641704

>>641126
I do that and I don't even know how to model. My mind is locked on the extreme macro, and the various micros.

Anything other than where I most truly am, it seems.

>> No.641722

>>641126
Doing 3D for almost 30 years here...but please anon, seek help...you sound like a total dork.

>> No.641751

>>641722
How can you NOT analyze your surroundings as a 3D artist? Being obsessed is a good thing.

>> No.641757

>>641751
This. For painters, photographers, and of course, 3D artists too... nature has always been a major source of inspiration.

>> No.641766

>>641351
Small companies and being on an indie team can be fantastic. It's working for a AAA studio as a low level artist (Which is the only work you're going to get in anything that high-end) is what sucks.
Say hello to no creative freedom, terrible hours, terrible pay and no respect from your peers.
Basically, don't work for a corporation and you'll be fine.

>> No.641773

>>641751
>>641757

It comes naturally with my hobbies and my everyday life, I don't need to act like a dork or autist.

I do photography, hiking, sports and bodybuilding, painting(in oil), woodwork and I mess around with old cars and motorcycles.

>> No.641791

>>641153
>Look at niggers and wonder why 3d artists would waste their time and talent sculpting/modeling. Maybe because they are forced to by Naughty Dog and Bioware?
Checked 'n keked.

OY VEY! Druckmann will deliver GOTY with TLoU2. Diversity and stronk woman!