I'm way better at sculpting than I am at drawing or painting and I was wondering if maybe real life sculpting using super sculpey or something is used as concept art or some shit for making video games? Or maybe even just making animation. I tried googling this a bunch of times and I couldn't really find any info. Basically, can I make any money from sculpting besides selling sculptures?
Not really but you can use ZBrush to sculpt digitally
It's different from 3d modeling
>>3065724
I don't think there's much value in real life sculpting for concept art. Games are ultimately supposed to be played on your computer so it makes no sense to not make the models in a 3d modeling program.
Concept artists used to roughly sculpt their designs IRL to see how light works on them. But again, with the coming of 3D modeling software which makes the process more efficient I think that died down
I suppose it can still be used for stop motion animation.
You might want to try out Zbrush, it's kind of the photoshop of sculpting.
they used clay models for doom :]
srsly its pretty easy to learn sculpting on the computer if you already can sculpt.
give sculptgl a whirl
>>3065724
For concept, Yes it's possible, but very difficult. Simon Lee did some work on Destiny, Kitbashes were done for Titanfall 2.
The practice is more common in film though.
As assets, yes if the game has a claymation or sculpted style, absolutely.
Honestly you should learn a software package, not as a trad vs digi thing, but as, "hey you're suppose to be a smart guy and if you can't pickup a new software package, i start to question your character" It just makes you a more valuable and flexible person.
>>3065769
correction
>Titanfall 1* when they were establishing the ip.
just don't fall for the zbrushcore meme, it's a crippled piece of shit that will only make you sad
>>3065849
Yes, that's why all the leading animation/cg houses use it.
"Crippled piece of shit" - couldn't get past the first couple of tutorials, huh?
>>3065889
zBrush is not an app you can just jump into and get things done. You have to learn the UI and the tools and the headspace of the app, to use it, and it has a steep learning curve if you don't have any 3D experience. It's like someone downloading Maya, and expecting to make animations right off, with no experience.
I started out with Glen Southern's videos. There's other great tutorials around, too.
https://www.youtube.com/channel/UC_y11RqmSPmFEXMl6VaWZpA
>>3065975
Never mind the link, he's taken all his stuff down. Shame.
>>3065724
Sometimes, yeah. Like someone else said, Destiny and Titanfall used real sculpture. I think MGSV did as well, a head sculptor was hired to make some of the characters, which they photo-scanned and turned into 3D models.
It's kind of interesting, as games start using more photogrammetry, I actually think real sculpture is becoming more valuable. Like how movies have moved into using a ton of CG, games are moving into using more practical-type things.
RE7 is another big example.
They used a lot of photogrammetry there. It included some hardcore makeup work for characters, creation of props, and on-site photogrammetry for things like tree trunks and natural stuff.
I suggest you learn a sculpting program like ZBrush though. It'll be more versatile, easier to get a job with, and your skills will transfer from traditional to digital and vice-versa fairly easily. It's just a pain to learn the program at the start. Despite being the standard and most powerful digital sculpting tool, ZBrush has a sort of notorious interface.
You could also try Sculptris. That's a simple software that was independently-made and then acquired by Pixologic. If they didn't mess with the interface too much, then it's a simpler, more streamlined program which will help you ease into digital sculpting more, if you find ZBrush too difficult at first.
>>3066102
Wow, that's really interesting stuff. I just now remembered seeing a video of code talker's head being sculpted after I saw the pic you posted. I kinda used to think that photoscanning wasn't very valuable, because I had heard someone mention that photoscanned objects had infinite polygons or something and couldn't be used as assets.
>>3065970
What? I thought they used the full version.
>>3065975
That sucks. I like just learning a program on my own. Oh well.
>>3066160
sculpted models tend to have a fuckton of polys too and need to be optimized before use, and photogrammetry results in very raw assets that need to be cleaned up manually and that's probably what you saw
>>3065724
Hey, I know quite a bit about sculpting in the CG/Gaming/Cinema Industry. Traditional sculpting for visual development is still alive. My lecturers constantly say to me that digital is the future for modelling, which is true. But, traditional at this moment is still strong. A prime example is Sebastian Lochmann, (hatch_effects on instagram). He does a TON of traditional sculpting for VFX in the cinema industry.
If you do want to stick to traditional sculpting (which is fine), 2 things are pretty consistent with the best: 1. Specialisation (e.g. focus what you create down to a small pool of fields/genres) 2. Tons of work.
On the other hand there is Zbrush (which I currently do all of my work on). A lot of people say Zbrush is difficult to use/get started with, which is true - but after watching a couple hours of tutorials its pretty fluid to work with. So don't let that put you off. Digital has way more uses in todays industry, so it is a safer option to work into.
The photo is an example of my work in Zbrush, after a couple weeks of practise.
>>3066160
photoscanned assets (and sculpts) do have huge poly counts, and really messy topology. they aren't usable as-is.
3D artists take the scans, then reduce and retopologize them so it's more efficient and animatable. then they bake albedo and normal map textures from the original scan to the new model, resulting in something which is way less hard on performance, but looks the same.
>>3065769
He also worked on pacific rim, the new kong flick among a bunch of other things.
>>3066186
In cinema, traditional sculpting and model-building and other practical stuff will probably stick around forever, since you can literally just point a camera at them and use them as-is.
Video games need everything in 3D digital form for the final product so it makes sense to create everything digitally.
>>3065970
are you dumb?
>>3066199
I was more referencing the use of scanning traditional clay models and then re-using the 3D objects in VFX.
And ofcourse it makes more sense for digital workflows in the gaming industry, I agree with ya.
>>3066186
Thanks for the informative response, papa. Guess I'll work both digitally and traditionally.