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/3/ - 3DCG

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>> No.628705 [View]

Ok, I came back to give a little talk.

Honestly, people hate Blender because it is easy to get into. Heck, I got into it, though I use Maya too and I have no much problem with it.

I find the hate towards the program very retarded, not because I have no problem with it (in fact i really dislike the ui) but because fags constantly say "get good and use pro software".

This kind of way of thinking is the most retarded thing possible I ever heard ever since I first heard sonichu was a thing. Skill is not locked in the software you use. It stays with you forever. What you should be telling the new people to do is to learn professional software when they can already make great stuff on their favorite software.

This helps people gain knowledge of how to make great things, and then learn to translate that into more advanced software. If you can make a very complex spaceship on Blender, but a not as complex one in 3ds Max, you can learn more about any advantages of Max which can allow you to make a spaceship of same, if not, higher complexity than the one you made ago.

Hope you guys can get less shit about this, and focus on being angry about things like the lack of any innovation in most software for the past few years.

>> No.621136 [View]

>>621131
It is kinda well made, but you're right. It's like glitter on a rock. Colorful but boring.

>> No.621135 [View]
File: 39 KB, 600x367, brainpower.jpg [View same] [iqdb] [saucenao] [google]
621135

>>620818
The problem with /3/ mainly is that it believes Maya/Blender is what the begineer needs instead of Blender/Maya. Everyone misses the point that learning how to model in any software (except paint 3d that is just literally meme software) that shares common tools and support for things will matter more than bragging that you know how to use Maya 2015/19.

In professional enviromments, it will matter that you know how to use a tool, but if you are here, you are most likely an Indie. And Indie companies usually won't care if you use the pro stuff. They care if you can do the good stuff, and improving everyday with Max/Maya/Blender/ZBrush will stay as improvement forever.

So, maybe stop and start learning more. Learn how Maya's rigging system works, learn Max's powerful tools for Archviz, use Blender's nodes to achieve creativity, try to sculpt on ZBrush, make a better pillow on Marvelous Designer, paint that stool with Substance Painter or make new procedural textures with Substance Designer, and use all that to create maybe a fun little game on Unity/Unreal.

In the end, you can get the job if you learn how they all work and how to use them to your advantage.

>> No.621133 [View]

>>620865
Taking from what the other anon said, tone down the white. It's too much. Otherwise, cute boi.

>> No.620199 [View]
File: 250 KB, 624x285, oopsihittherightclickbutton.png [View same] [iqdb] [saucenao] [google]
620199

Following the recent developments of blender 2.8 (like actully having modifiers) we have come upon the topic of if Blender's new idea for a left ui is good.

Here is the thing, it seems already obvious it'll be an optional thing (else mega retard stuff) and I find it very similar to modo and max (max in particular is good because I work a bit with max) and uh I wanted to know /3/'s opinion on the all the new changes.

I feel like it is just modernizing Blender rather than actully improving things like the Cycles Renderer (and make it render caustics without choking on it's own render cock) and that's kinda sad, but whatever.

>> No.619834 [View]

>>619665
But OP was refering more to Asia than China itself, though that fact does add to how our american cartoons are looked down upon in chin land.

>> No.619662 [View]

Something about ideology, maybe. It's might be the reason why Square Enix has cute japanese games and hardcore american/european games.

>> No.619408 [View]

>>619392
Go beg somewhere else, please.

>> No.619165 [View]

>>618193
I have to agree with you, as Hypershade seems to be very unoptimized most of the time, and the meme software somehow does it better. 3ds max seems to do it right from what i've tried.

>> No.619164 [View]

>>619097
Thanks i guess

>> No.619018 [View]

>>618591
Nicolas Federov. He deleted his channel or something.

>> No.618923 [View]

>>618908
Nice stuff, but i think their hands could be bigger or something.

>> No.618686 [View]
File: 37 KB, 126x117, communism.png [View same] [iqdb] [saucenao] [google]
618686

>Blender devs say game engine was too confusing to edit and internal is beyond obsolete

Whew.

>> No.618623 [View]

>>618605
I agree. Glass material literally is worse than no glass at all, because cycles somehow has problems with it. A good sign of a crippled renderer.

>> No.618620 [View]
File: 42 KB, 960x540, aspookyboy.jpg [View same] [iqdb] [saucenao] [google]
618620

>>618550
Usually i take a shape and go with it. My most recent low poly character was inspired by Spiral Knights' character design (mostly). Hope your model goes well!

>> No.618540 [View]

>>618521
You can just color it brown and call it a day on materials

>> No.618160 [View]

>>618158
>>618153
And i fucking agree with GPL fucking up Blender. Open Source can only be so great until you start thinking about trying to make it commercialy-viable.

>> No.618158 [View]

>>618006
First off i'm not a blendlet, i am aware of massive issues on Blender's part (they literally just removed the game engine yesterday because it was too shitty to even figure out wtf)
and second FBX is not free for all. Maybe do more research before coming to such conclusion.

>> No.617854 [View]

>>617847
Said the autism fairy. What do you bring to the discussion today?

>> No.617804 [View]

>>617795
Sadly while open source or some more commercial tools and engines start to use gltf as the future for sharing things faster and better (i hope to make it work on java opengl meme) memedesk is a big ass that keeps on shitting against any hopes of decreasing the microsoft bloat effect they are inputing upon themselves.

>> No.617666 [View]

>>617662
I recommend using Zbrush-

Wait why are you talking about fitness get out of here we are all fat

>> No.617614 [View]

>>617415
Pretty sexy bricks. If you are looking to making them the hard but good way, i don't suggest even doing it on Maya if you have Zbrush, as with a little experience on it you could import the bricks from Maya then give them the cracks and all other imperfections.

Otherwise, Maya's internal sculpting tools are like Blender's, they are useful in a pinch but better options exist. Or you could just grab some bricks from a free model website.

>> No.617278 [View]

>>616388
OP just search google better it's not that hard

>> No.617276 [View]
File: 142 KB, 282x217, gurusuprise.png [View same] [iqdb] [saucenao] [google]
617276

Andrew is back, and this time, he brought some big tips to help you on your meme renders. And some useful stuff to use too.


One thing i found great on the video is that he made Poliigon material converters for most big software like Blender and Maya for helping out with using his textures, which will only help the doughnut and anvil empire grow stronger.


>Anyways here is video

https://www.youtube.com/watchv=Or9bMxAuICc

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