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Archived threads in /3/ - 3DCG - 9. page

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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?
17 posts and 2 images submitted.
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.
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.

File: art-test-590x312.jpg (36KB, 590x312px) Image search: [iqdb] [SauceNao] [Google]
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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.
32 posts and 3 images submitted.
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.


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.
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
23 posts and 2 images submitted.

This isn't reddit
what kind of computer do you use? What projectors can you recommend?
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.
of course is not reddit but like its I L L E G A L to use that

File: Arc_maul[1].png (70KB, 506x99px) Image search: [iqdb] [SauceNao] [Google]
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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?
4 posts and 1 images submitted.
Looks pretty self explanatory to me
It does until you realize the other side isn't identical
How do you know it isn't, if you can't find any images of it?

File: whats.jpg (64KB, 1300x603px) Image search: [iqdb] [SauceNao] [Google]
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anybody knows what are these programs?
8 posts and 2 images submitted.
The one on the far right is HWiNFO
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.
First one looks like keyshot

File: 1482339477271.jpg (51KB, 517x317px) Image search: [iqdb] [SauceNao] [Google]
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ITT: post things you've made using blueprints in UE4, and also ask questions about Blueprinting and share resources / tutorials.
12 posts and 3 images submitted.
1. There is a UE4 general
2. This is /3/, not /v/
>1. There is a UE4 general
Blueprinting is too wide a subject to be shoved in a UE4 general.
Blueprinting can be used for modeling or constructing things using already modeled (modular) assets. /v/ is not for game development. stop being retarded.
Well then, have fun with your empty thread.

File: trim.jpg (298KB, 2720x3500px) Image search: [iqdb] [SauceNao] [Google]
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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.
16 posts and 2 images submitted.

Example of the kind of model I am looking at https://youtu.be/VDrAzeNS2pk
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?
7 posts and 1 images submitted.
I would say >100k faces perhaps 200k
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.
3 posts and 1 images submitted.
>tfw registered to cg peers years ago and found it of zero fucking value
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
10 posts and 4 images submitted.
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.
File: jpatch.jpg (119KB, 828x594px) Image search: [iqdb] [SauceNao] [Google]
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I'm laying down the basic shape. I'm still trying to figure out a viable topology. Unfortuately there isn't much reference material.

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