Why the fuck waste time extruding shit and being in edit mode for 3 hours instead of sculpting what i want and then just using decimate if i am doing a model for a game or a low poly model?
>letting a computer use shitty generic algorithms to reduce poly count with no regard for topology.
Same reason no one uses booleans for anything serious except mesh destruction for simulating wreckage.
If one day we get some really smart decimator that can generate clean low-poly topology while running edge loops in the most appropriate paths, then by all means go ahead and do what you want.
If one does exist and doesn't require extensive cleanup or reflow, then please show me.
you have to know what you are doing.
if you have a radio with a soundnet you are not gonna decimate all of those 1000 holes. you are just gonna cover it with 1 polygon and bake it.
its not always bad tho
Working on my own little 3D game engine
What standard should I use for my materials? Metalness or Specular?
Why do you have to put exagerated and unrealistic dents and imperfections everywhere? Are dents the new lens flares? Also my dog is working on his own 3D engine too. He's predicting he's going to be able to publish a mediocre game in a 12 years time frame.
Hello im new to 3d modeling and i am just beginning but is it a good start/
Lets post our workspaces /3/
I´ve been working a lot with CATrig lately and it´s pretty easy to quickly build a simple rig, but when it comes to more complicated stuff, CATrig just doesn´t really deliver or even causes huge problems. I guess it´s mostly just a "quick&dirty" solution for minor characters, but not really something for more complex rigs?
Would love to hear your opinion/experiences with that thing. Can it be useful in some cases or should it be avoided completely?
>I´ve been working a lot with CATrig lately and it´s pretty easy to quickly build a simple rig
Hey /3/ a question, I really like blender, but obviously i use it because I don't have money for software, and i was thinking on downloading an old cracked version of maya such as 2013, for learning, or should i go for the newest cracked version?
Give me reason to give modo over superior 3ds max and maya.
Hey /3/, I need support about the 2d concepting shit to make 3d, I'm already good at 3d, but don't know how to draw shit, what's the best way to start drawing characters or things in general, any tips or resources such as infographics?
Shortcuts like info graphs and sped up tutorials won't help you. Pick a style and try drawing it everyday until it looks good to you. It's called hard work and practice so if you're good at 3d like you say you should know the amount of work you're going to need to put into drawing
Are there any TDs / more technical Lookdev guys here who could offer some tips on writing arnold shaders? I'm specifically working on a physically accurate (as close as i could get) atmosphere for a low orbit earth (rayleigh + mie scattering etc).
I've been looking at O'neil's Accurate Atmospheric Scattering and Bruneton's Precomputed Atmospheric Scattering (which is a mouthfull)
I've never written anything this mathematically complex before, anyone have any guidance or other reference?
I could always do a rough approximation in color ramps but it would be rather crude and much less versatile.
What are the best learning resources for 3ds max? I am currently starting with youtube and lynda, are there any other good tutorial sites?
Go with Arrimus3D
Also the 3DSMax learning channel
EAT3D has some pretty good series like the Bulldozer.
What, the program itself? 3DS Max is an extremely complex program, much like any general-purpose DCC, since it's designed for a multitude of tasks; even just Photoshop has functions that far exceed the needs of photographers.
What you want to do is consider what aspect of the 3D workflow you want to focus on, and cram tutorials based on what you actually want to achieve. If say you want to do archvis or environment design, a lot of stuff could be considered extraneous to you, just as the stuff that you might find relevant wouldn't be as much to an animator or effects artist.
So when you say "learn Max", what aspect are you referring to specifically? It could take decades if you want to be a one-man army and be competent at modeling, texturing, rigging, animation, simulation, rendering and compositing, and even then you'll at best just be a jack of trades.
Is tor frick even human?
He makes these in a few days time frame. Start following him if you dont believe me.
Intricate models that look like they would take months............ How the FUCK can we compete?
Obviously he didn't model the head, the rest of this stuff could be done by a decent modeller in one day, UVs and textures another one.
If you cheat and don't unwrap the model it could be done even faster.
The problem is not the amount of work but the fact that he makes that stuff up as he goes.
So not only is he a fast modeller but also a very fast designer.
I could never design stuff that fast.
But he does cheat, he never unwraps and kitbashes stuff together.
You can accomplish his work speed within reasonable time. You'll just need to practice keyboard shortcuts, kitbashing, expanding your knowledge in technique, and you can eventually become just as fast. However he can concept ideas within his head like nothing, and although his designs can be hit or miss, I've seen some very impressive concepts be realized in a single stream of a couple hours.
As for your question, you can compete by not negatively comparing yourself to much better artists as you will never be the greatest artist in the world. You can however focus on your art, speed, and work ethic in order to become successful.
At what age should I give up and face the hard truth that I ain't gonna make it?
I'm 27 years old working in retail. I've slowly come to the realisation I won't be able to physically compete with adderall-addicted young graduates with no responsibilities in life, other than to please their employer. In the meantime there are people my age literally retiring from 3D to pursue more laid back advisory/consultancy roles.
If you're not working in 3D then get a job in 3D you fucking retard
Literally the first and easiest step, if you've been working since you graduated then you should have enough banked to even comfortably freelance for a while.
If you have no money and no work experience then yes give up because you are a failure anyway
Let's see some outsider art /3/.
2.2 million views. I don't know if I should be impressed, or hate myself.