Is there a discord where I can discuss and get critique for my work and help with programs?
I believe /3/ has one, hang around long enough and you might see the link posted.
Or dig through the archives and find it that way.
You can also always go to >>>/vg/agdg and pretend they aren't autistic.
Their discord is better than the thread itself for feedback.
Be aware they are video game development though, so they don't really cover as much as a t/3/apot.
>>577932
>I believe /3/ has one, hang around long enough and you might see the link posted.
just post the fucking link you retarded sack of shits
Confas are cancer.
I'll enter a 3D school next year and since my girlfriend is japanese I'd like to know how's the average salary back there, not game related.
Some random dude told me I'd get dry ass raped with a salary divided by 2 compared to europe.
>>569703
Depends which side of Europe you're on. Western fruits or Eastern brutes. One pays much better than the other. You can guess which one is worse than Japan.
>>569704
That guy I talked about told me it's around 2k in Japan but have I no idea if it's true. I love 3D that's not the issue but if I get paid 2k in Japan might aswell stay comfy here in western europe.
>>569703
I'm fluent in japanese so I can work in a fully japanese environment.
how can people make outdoor renders with 0 noise? correct me if im wrong but the more lights you have the more bounces = more noise. also the grass + people + cars is heavy on the system and takes a while to render
some guy here claimed its pre-rendered GI, is there a way to do it? how can people render environment at such high resolution with 0 noise?
>>577775
>what is sampling
>what is rendering in general
jesus fucking christ.. Google some stuff man, nobody here will waste 2hours writing all the basics you need to know
They don't use Cycles. It's as simple as that.
>>577808
i know they invest tons of horsepower on these renders but something seems off to me.
its like they make the light calculations before it even starts to sample. like not using raytrace but more of like approximation
Is it okay if I post a link to my reel here? I just want to be judged, kicked in the teeth, whatever.
I've been unemployed for 4 months. I previously worked at a startup which recently downsized for about a year and a half. I've gotten like five interviews, but I don't end up hired. I need to know if I should just stop applying and git gud for awhile.
I feel like I'm at a cross roads, I'm very much a generalist and I don't know if I should start specializing. I mostly like character rigging and animation, I've learned enough python coding for Maya that I wrote my own human character rigging script, but I don't know if that's really reel material. Mostly I just want any paying job in CG/Motion Graphics.
I think I need to move to New York, but it seems like "motion graphics" are really whats in demand there. What is also tied up in NY is that my gf just got a job there, so it seems like get up to Ny or basically lose her. Do I need to learn more particle type stuff? Do I need to learn C4D? Do I need to make a bunch of typography type of shit?
I feel that my work is just mediocre and I don't know what direction to go in. I would be interested in working on games, the Studio that makes XCOM is literally 30 minutes from me. At this point I'm either giving up on the industry or getting some other job for now while I git gud.
I feel like I need to just over haul myself or something.
I would like to be a sort of generalist, but I have no idea how to even build a portfolio for that. As an "junior 3D artist" I was basically doing everything at my studio, even directing other freelancers and figuring out pipelines for work our studio had never done before.
When I try and put it on a resume it sound like I'm bullshitting, but that's really what they had me do.
Each failed interview is chipping away at my self esteem and it's getting harder to stay motivated. I thought it would be easier after my first job, but I feel like I'm starting from the bottom again.
>Is it okay if I post a link to my reel here?
My guess is you can't get a job because you're too beta to post your reel on 4chan without asking for prior permission.
Jesus Christ.
i don't know much about motion graphics, but i do alot of 3D (and read/watch stuff about 3d every day)
maybe you can post your reel and i can shed some light or share some advice.
>I would like to be a sort of generalist
don't do it, bad idea. generalists do more work for less pay
<iframe width="560" height="315" src="https://www.youtube.com/embed/0Rjf2sLcSrc" frameborder="0" allowfullscreen></iframe>
>"3D modelers" have to create a whole model many times from shitty (or lack of) reference while having it require good topology it not looking shit etc. etc.
>Animators literally move it like a fucking puppet
>ged paid more
>VFX """"artist""" create some shit like water simulation or smoke
>Get also paid more
What is this fucking gay industry
Animation is tedious and in a big way derivative of the model you work with. So less fun, less people flock to it, pays more.
There's a lot less vfx artist positions than other ones as far as i can tell, so there's a premium in good performance.
>>577429
>There's a lot less vfx artist positions than other ones as far as i can tell
Doesn't make sense seeing as every fucking film uses CGI or any sort of VFX nowdays
>>577431
You see more pants than cars too, does that necessarily mean more workhours go into pants production?
If a company makes products (3D animation) that include both work the modeling takes up a lot more wh. If its just live action movies with special effects added in they have large budgets and employ relatively small studios for special effects, so those fuckers might as well be good, since whole movie hinges on the effects not being crap and knocking you out of the immersion - premium for performance.
Does anyone know what is the process to get your art featured in 3d magazines? Do you contact them or do they contact you? Any resources on this topic?
>>576662
you can submit stuff and cross your fingers, but they have people looking for pieces to publish that will contact you if they are interested by something you made
Do something really autistic and find a use for it.
>>576662
I'm guessing you should have a decent portfolio or reputation because they probably want to talk about something rather than to just feature some random person's work.
I was given an art test and it seems, pretty insane in terms of raw hours for a test.
>Model an entire environment, a decrepit overgrown building
>Texture, light and shade it for a full 360 VR view in Unity
>Needs a Diffuse, a Normal map, an
Ambient Occlusion map, and a Specular map
>Rig a character (Model provided)
>Then create a walk cycle for that character
All of which is supposed to be as realistic as possible.
That seems like days worth of work. Aren't Art Test supposed to be something doable in like a day?
All for a maybe.
Hold on... they're testing you for environment modelling... AND rig/animate a character?
What the fuck? These guys are:
A). Taking the fucking piss and just going way overboard with their test in order to really put candidates through the ringer, to an unrealistic degree.
or
B). Don't know what the fuck they're doing and don't know how to commission an artist. A studio either wants an environment artist, or a character animator. Pick one.
Yeah, anon - this seems like a bullshit, unrealistic test which is set by people who have no problems wasting other people's time.
>>576077
It's definetely possible. Use adderall.
that insane, i can already tell that the managers don't really know anything about 3D.
here is what would be more reasonable
>model an environment from a reference
>shade,light,texture everything
>show proficiency in making basic shaders
>create your own textures to some extent
that's it. and that's asking too much already.
they simply aren't gonna find anyone to do this job, and if they would, that person would have too much credentials to accommodate the pay (which is probably shit, startups are like that)
Im a professional Videomapping producer AMA
>>576194
>AMA
This isn't reddit
>>576194
what kind of computer do you use? What projectors can you recommend?
>>576197
i use anything with i5 core 4gb of video en 8ram minimum to run the software correctly here in my work the servers are powerfull so they can handle big video proyections, but production wise like i said minimum i use cinema 4D for 3D and resolume and madmapper for mapping.
>>576195
of course is not reddit but like its I L L E G A L to use that
I want to make a life sized version of the Skitarii Arc Maul from Warhammer 40K (Pic related) but I can't find that many reference images or even an stl. So far I'm just going from scratch and estimating but I want to be as accurate to the real thing as I can. Any help?
>>577635
Looks pretty self explanatory to me
>>577638
It does until you realize the other side isn't identical
>>577660
How do you know it isn't, if you can't find any images of it?
anybody knows what are these programs?
>>576816
The one on the far right is HWiNFO
>>576816
2nd circle is Geoglyph 2.0, a world machine plugin. It's useful if you don't want to make your own macros or layouts.
>>576816
First one looks like keyshot
ITT: post things you've made using blueprints in UE4, and also ask questions about Blueprinting and share resources / tutorials.
1. There is a UE4 general
2. This is /3/, not /v/
>>577547
>1. There is a UE4 general
Blueprinting is too wide a subject to be shoved in a UE4 general.
>2.
Blueprinting can be used for modeling or constructing things using already modeled (modular) assets. /v/ is not for game development. stop being retarded.
>>577549
Well then, have fun with your empty thread.
How do you model/normal something as complex as the transformers? Do you actually sculpt/model each and every part for Baking into lowpoly? If that is the case, how do you animate these parts?
My most detailed model ever is some wall-e like mob.
>>577447
Example of the kind of model I am looking at https://youtu.be/VDrAzeNS2pk
>>577447
Some turbosmoothed basic models composed with 8K displacement maps. That way they can animate a simple looking easy to understand model and get much more detailed renders. Check out the behind the scenes of Dark side of the moon. They pretty much tell everything.
You simply press "3d model bumblebee" button in 3dsmax.
Is my Asus X555LAB i3 5th gen 6GB RAM strong enough to make low poly graphics like Katamari Damacy?
>>577384
Yes
>>577384
I would say >100k faces perhaps 200k
>>577396
What does that mean?
CGpeers won't lemme register. Giving me "Couldn't proceed with registration
(Error: 0xE4000006)"
anyone else know what's going on? Tried doing all the thing- clearing cache/cookies/changing browsers/changing system/different emails etc etc.
Need that sweet CG tuts.
>>577377
>tfw registered to cg peers years ago and found it of zero fucking value
>>577377
Same for me. Similar error, Nothing i could do. I gave up on it. But i have an account at CGpersia, so i am not entirely fucked.
i challenge you to make this 3D
Do your own fucking homework
I've saved it. I'll give it a shot next week. I think it has the potential to become the new /3/ mascot.
I'm laying down the basic shape. I'm still trying to figure out a viable topology. Unfortuately there isn't much reference material.