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676985 No.676985 [Reply] [Original]

3d noob here interested in character design, how do i get started? which should should i learn first modeling or sculpting?

>> No.676986

Keep away from blender

>> No.676987

>>676986
Fuck.

>> No.676991

>>676985
>which should should i learn first modeling or sculpting?
Drawing.

>> No.676995

>>676985
Yes Drawing.

>> No.676996

>>676985

Sculpting.

Ps imagine getting so butthurt that you remove a model viewer because you didn't like all the critiques you were getting.

>> No.676999

>>676996
>Ps imagine getting so butthurt that you remove a model viewer because you didn't like all the critiques you were getting.
Are you talking about the model in OP? What happened?

>> No.677000

>>676985
Drawing because you won't be able to sculpt until you learn to draw

>> No.677002

>>676985
>can't draw
>can't model
>can't sculpt
>wants to get into one of the most skill-intensive areas in CG

Don't do character art unless it's just a hobby and you have a job to sustain you already. The competition is way too fierce, the market is flooded with people making lady sculpts already. If it is just a hobby, download a basemesh off of sketchfab or something, then play around with it in zbrush, try to doodle whatever character you want into it.

For a career path, I would advise tech art, it's high demand like programming and far less flooded than character art.

>> No.677009

>>676999

She said people were ripping the model but it's not up on the internet anywhere. She also has a few other marmoset files on her artstation.

>> No.677012

>>677009
I actually have the model from someone sharing it on /v/

>> No.677013

>>676991
>>676995
>>676996
Don't listen to them and learn DAZ instead.

>> No.677014

>>677013
Why bother even putting any effort in? Just use the Sims 3 to make characters.

>> No.677024

>>677012
gibe pls

>> No.677025

>>677000
Well I on the contrary know a lot of top artists who have poor/none skills in drawing. Maybe you know better but I would like to hear some opinions coming from pros rather than one sentence statement from anon.

>> No.677026

>>677025
name 2

>> No.677033

>>677024
workupload.com/file/DMK5FeKC here you go

>> No.677035

>>677033

Cheers. Seeing that I wonder are you better off using multiple textures for marmoset viewer then. Mine always look like shit with just 1 4k.

>> No.677036

>>676991
>>676995
>>677000
>>677026
>bitter boomers
used to be true, but 3D at least automatically takes care of shading and perspective for you, perfectly so.
shape and proportions, on the other hand, are left up to you. develop an eye for it. it it looks off, it is. good luck

>> No.677042

>>676985
A lot of fucking retarded meme answers here as usual.
I started with this: https://www.youtube.com/watch?v=DiIoWrOlIRw

It teaches you most of the basics in a very swift no-nonsense manner.
Stay far away from "Blenderguru" - He is slow and retarded and he doesn't teach you anything.

>> No.677045

>>677033
Thank you, Anon.

>> No.677060

>>677002
If you don't mind answering, what is tech art? Is it industrial design or .. ?

>> No.677070

>>677060

Dudes who make artists jobs easier through his coding skills, making specialized plugins and the like

>> No.677074
File: 174 KB, 448x675, programmer-i-prefer-code-artisan.jpg [View same] [iqdb] [saucenao] [google] [report]
677074

>>677070
ugh...did you just assume my title?

>> No.677080
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677080

>>677014
You won't believe me but that's how I got job at Bethesda.

>> No.677081

>>677060
It's people who bridge the gap between programming and art. Like anon said, they make tools to facilitate artist pipelines, and create custom shaders to achieve a certain look for the game. When there's no lighting or VFX specialist in-house, they may also be expected to flex into creating visual effects and tweaking the lighting in the scene to make sure everything runs smoothly.

Because it's an esoteric job that involves essentially a certain degree of specialty in both art and programming, it's a fairly complex job that's not often filled and in high demand.

>> No.677082

>>677080
i can hear dopefish lol

>> No.677083

>>677070
>>677081
what are the basics you need to know before you can apply on the position

>> No.677086

>>677070
No, those are technical directors/assistants. Technical artists focus on making art, but with heavy involvement of more computational, less "manual" methods, so to speak. Think of, say, writing a procedural recipe for creating dozens of landscape variations, instead of directly modeling one. They rely more on code-eye, than hand-eye coordination.

>> No.677089

>>677080
>Bethesda
I do believe it, actually.

>> No.677098

>>677035
More texture tiles allow for greater texel density (texture pixels per rendered pixel). That's where the difference comes from. Even in this model, the textures could have more detail, but it's probably not intended for close-ups -- the Marmoset scene has a viewing distance restriction.

>> No.677102

>>677035
>Mine always look like shit with just 1 4k
4k is just pixel resolution. There is a huge difference is quality between an 8bit 4k .jpg and a 32bit 4k .exr (and a huge difference in file size).

>> No.677120

>>677036
Good luck is right you fuck. Learn drawing first and pick up something like photography to FUCKING understand light, framing, composition

FUCKING NOOBLETS I SWEAR

>> No.677121

>>677070
No plugin in the world can save your ass I you are one untalented wannabe artist

>> No.677127

>>677120
>light
Look up the three-point setup, read up a bit on the different lights in whatever software you have, look up references of what you want to do.

>framing and composition
Look up the rule of thirds, or even better, read up on the golden ratio. Look up different camera angles and what kinda shots they're typically used for in movies.

This should take you an afternoon. Then toss some assets onto a scene and do a render every day with those concepts. Ask for feedback, iterate until you get good.

There is ZERO NECESSITY to go hard on drawing and fucking photography of all things to teach people these very simple to pick up concepts. That's like taking a steamroller and a four-year course in heavy equipment to hammer down a nail.

>> No.677146

>>677086
apparently according to polycount it varies depending on the company

>>677083

my guess would be being getting good at coding and 3d modelling.

I mean, I'm just an arm chair "tech artist" I don't actually have any "industry experience" as this title, it's mostly to make my shit less tedious.

But I'd start with finding a problem and attempting to solve it. start with something small, not like a "laplacian smooth deform euler positor" modifier for 3ds max written in Assembly(all terms I am incredibly familiar with as a big brained boi)

>> No.677150

>>676985
this is from i learned the first steeps https://3dtotal.com/tutorials/box-sets/joan-of-arc
you can do it whit any 3d modeling software, as you know the basics
from there is just keep practice

>> No.677151

>>677060
By demonstration -- almost everything you see here is TD/TA work: https://www.youtube.com/watch?v=MIcUW9QFMLE

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