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/3/ - 3DCG


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912733 No.912733 [Reply] [Original]

Daily reminder that even thought I can't afford the price of zbrush or likely most AAA tools, I still have bought every major indie 3D and art tool on steam and itch.io.

So far I have assetforge, pixel basher, kenney shape, pixelover, aseprite, crocotile and other tools like vroid studio and vrm posing desktop.

And yes, doesn't mean I can't brag to industry fags who make thousands, I still can dab on pirate fags who haven't bought a single tool.

>> No.912734

fuck off cris

>> No.912737

>>912733
you're basically proud of not understanding how the game works:

(1) get interested in 3d modeling
(2) download blender and learn fundamentals of the entire workflow of whatever it is that you want to do, listening to endless hours of annoying indian and spanish accents along the way
(3) become serious about 3d modeling and simultaneously get annoyed with blenders shortcomings and the actual workflows of the best of the best.
(4) switch to 3ds max, zbrush, maya, substance etc. by pirating. spend more countless hours adjusting to better tools and never being content with your skill level
(5) actually make it (job)
(6) now that you make money, pay up, as the fees are fair for someone that literally lives from the software

only niggers skip the last step. you didn't hurt anyone by trying out/learning a software and therefore ethically speaking it's only wrong if you keep doing it when you make serious money using it.

>> No.912739

>>912737
about (3):
meant to say: "annoyed with accents and intrigued by professional workflows".

>> No.912740
File: 33 KB, 550x441, 4cbeb028a00d36e4ea41b04336d5c2fe--bank-account-funny-shit.jpg [View same] [iqdb] [saucenao] [google]
912740

>>912737
AAA photorealism styles are pointless and useless for indie videogames.

From just a cost analysis they're not realistic neither the target market really is the kind of market you should use those styles for.

>> No.912741

>>912740
Zbrush and other "AAA" tools are not only used for photorealism and they are being used by indies as well.

>> No.912742

>>912741
how do AAA tools like zbrush and substance helps with making low poly pixel art 3D?

>> No.912744

>>912740
no one talked about those and i honestly doubt that's true. creating a highly realistic face from a basemesh is relatively fast and low poly that is on par with classic games takes way more work than most wannabe indies realize, especially texturing (most indies just fill-tool in microsoft paint3d and call it a day).
basically if you think low poly is a must i would bet money that your models/textures don't look like pic related.

>> No.912745
File: 93 KB, 1000x562, Arx-Fatalis-Screenshot-pc-games1.jpg [View same] [iqdb] [saucenao] [google]
912745

>>912744
no idea why it didn't add the pic

>> No.912747
File: 364 KB, 1920x1080, Halo pixel art 3d.jpg [View same] [iqdb] [saucenao] [google]
912747

>>912744
>>912745
Why the fuck would you use AAA for something like this halo model over aseprite, asset forge, unionbytes, pixel over and blender?

>but it looks like shit
that's pretty subjective.

pic related guy has 60k followers on twitter right now and Is a core artist on mojang right now.

100% he's a bigger fish in the gaming industry than anyone on this board using big boy tools.

>> No.912748

>>912742
They don't. My point still stands though.

>> No.912749

>>912747
that's one of the very very few low poly guys that puts some effort into his textures. the very goddamn thing i was just talking about.

>> No.912750

>>912749
btw I wouldn't be surprised if the workflow for creating such textures involved making medium poly 3d models first, then painting the details you modeled onto the low poly - leading to *good looking* low poly (VERY rare) taking a similar amount of time/effort/skill as relatively high poly.
in the end your art will look like worthless garbage no matter how hard you limit the poly count if you can't model for shit.

i think in most cases low poly is just an attempt to achieve 2 things:
- recreate the nostalgia you have for old games and their magic
- get away with not being able to properly model

>> No.912774

>>912733
How can you dab on people for spending money while they get the same thing without spending money?
You sound like one of those poor people who are so desperate to appear rich that you drown yourself in debt to live a life you don't have. In other words, a complete retard. Jews must love you.

>> No.912793

>>912733
Brag however you want, your art still looks like shit, otherwise you would use it to open the thread, faggot.

>> No.912870

>>912733

Most of them probably could, but its easier to make the mental loops to rationalize pirating if they even care.

If you cant manage to afford an indie license, you wont make it pirating. You lack the discipline and personal development to ever be any artist of worth.

>> No.912873

>>912870
that's a really dumb generalization.

>> No.912876

>>912737
Autojew can suck my balls along with every other dcc app company. Not paying 12-20k per year on fucking vray/fumefx/houdini/adobe/substance/max/maya/zbrush/itoo/speedtree/etc + whatever else my insane clients require. If you're a generalist all this shit is simply not affordable unless you're a big studio.

>> No.912877

>>912876
true, but:
fumefx is a one-time cost of 700$, not a subscription model.
speedtree has tons of alternatives and no one ever said you had to or should be a generalist. pick a goddamn niche and excel.

>> No.913438

>>912750
I don't know if you are coping, or you are legit this oblivious. For god sake, it is like a 128x128 texture, with 9 different colors.
You need to get off this board and learn some fucking drawing skills, if you think this is somehow high to low poly texture baking magic. Holy shit how creatively bankrupt are you guys on here?

>> No.913442

>>912733
How is this a dab? You're proud of spending money on things others get for free?

>> No.913462

>>912733
>I still can dab on pirate fags who haven't bought a single tool
Bragging that you spent your money while we saved it. Dumbass npc

>> No.913486
File: 54 KB, 320x240, PFP.png [View same] [iqdb] [saucenao] [google]
913486

>>912750
Using minimal colors, 32x32 bits of texture data and sub 100 tris lower is easier than sculpting indignantly high poly counts with limits only as far as your imagination, infinite colors, with auto shading, and auto rigging.

I could guarantee using POV ray to hand code polygonal data by hand is harder then using modern tools. The problem is bendlet's who think every low poly texture's has to look like it was microwaved on the highest setting. Everyone wants to emulate N64/PS1 era graphics without understanding what actually made them tick.

I would argue using low poly graphics aren't just for nostalgia bait, they can also be a good stylistic choice.

>> No.913606

>>912733
OK low IQ cuck.

>> No.913928

cris2000
20 tools
0 renders
0 games