I've been trying to map this simple shape properly for 3 goddamn hours and I can't do it. I'm losing hope and I'm starting to doubt my ability to do even the simplest of shit in 3D rendering.
How do I stop burnout from happening? I want to get better at this but it's really discouraging when I go look for tutorials or help and all I find are 5 hour tutorials for simple shit like texture mapping a goddamn hand.
It kills me knowing that even if I figure this out, I'm going to have to do the rest of it for the rest of the body, then... Comment too long. Click here to view the full text.
I been doing some snooping around in linkdin, looking at the employees in different game studios and i noticed that almost everyone works at studios 1-2 years on average than goes to another studio, than works there for 1-2 or 2-3 years than goes to another studio?
why is that? do they get fired or do they get better job offers somewhere else, because i noticed few people became Senior artists or art directors after leaving 1 studio.
I also noticed that people working at Blizzard, stay working at blizzard for like up to 9 years even (blizzard opened in 2004 so... Comment too long. Click here to view the full text.
because studious use contractors therefore don't have to pay benefits to employees
they open and close studious to avoid some kind of tax requirement too 3D studious don't really hire modelers they just contract them. in blizzard only the senior/lead modeler stay in place others do work and get dropped after few months
>>532763 >because studious use contractors therefore don't have to pay benefits to employees
bullshit. never heard of anyone shutting down an entire studio, moving to another location, reopening just to avoid taxes. the paperwork and the hassle to close and reopen a business isn't worth it, besides, you still gotta pay your taxes, closing the business don't exam you from it, if it did, every single business would do it.
most decent studios do offer healthcare and... Comment too long. Click here to view the full text.
Worked a decade in games industry, changed job 6 times.. Theres tons of reasons: Studio closure/layoffs Better job offer (recruiters are always hounding people with experience) Personal reasons like moving to a better city Chance to negotiate better pay Better projects
And sometimes if a friend gets a job somewhere and its awesome theres always a chance you'll follow suit for the fuck of it.
>>525371 Depends entirely on the complexity of the model, its purpose, texture resolution, special material functions, etc.
A tiny prop will get auto-UVs with island margins corresponding to its texture resolution, that's less than 5 minutes of work. A 30k-tris character with multiple materials will get handplaced shells, multiple uv layers (base, lightmap, possibly others), etc, that can take anywhere from 1 day to a week.
Honestly mac's really aren't THAT expensive. Especially if you aren't a retard when you buy it. Yeah, for 3d stuff, it's pretty pointless if you're doing animations, not too bad for single images depending on what render engine you're using.
I have a PC I built myself (its kinda old) it's got a 6core amd, so not fantastic, maybe around $800-1000 for all the parts when I put it together.
And I also just bought a mac off some guy on craigslist for $1000, it shits on... Comment too long. Click here to view the full text.
Perhaps because there's a significant interest in guns in the gaming and (and game-modding/modeling communities). I used to have this huge obsession with them when I was in my teen years, and now I don't really have any overly biased interest in them. People will more likely pay for DLC that gives them a new gun, rather than a new character. Guns hold peoples interest for some reason (maybe just the satisfaction of use, plus they're almost always the "main" tool for most games) and a lot of movies.
I always enjoyed making obscure/random guns that... Comment too long. Click here to view the full text.
This might be more of a /sci/ question because it's mathematical, I think, but I'll try here first.
So I want to have planets in my game. Problem is, the engine can't handle the actual scale of planets. So I have to fake it by making the planets like 1/10000 scale (or actually maybe even smaller). But there's something that just doesn't look right. Somehow, the eye can just tell the difference between a large sphere and a small sphere. It has nothing to do with motion. I can see the difference even when the camera is stationary.
So,... Comment too long. Click here to view the full text.
Blender on Android is interesting, but I don't think Android is the right platform for blender. Also, I think that few devices that run on Android are likely to not be powerful enough to use blender to its full extent.
Anyone taking part in this? Im definitely going to start. The tool is garbage but anyone who can model in another program can easily just use the garbage model as a mesh and improve it.
The crutch of using iclone seems to be scaring off a lot of the better modellers on polycount so its a chance for us newbies to win something for a fucking change. Also so far most entries are shit. Lets get to it lads.
Unity has a friendlier interface, runs much smoother since UE4 is clunky and you have to wait for minutes after pressing every button, Unity builds are compatible with every platform out there. Unity allows different types of scripting language that any coder can find a spot to fit in. Unity has a bigger community, bigger asset market and developer feedback
What the FUCK are noodle bones? I've been trying to look this shit up for like two hours now and I've had no luck. I watched some GDC Overwatch panel about the animation done for the game, and in it "noodle bones" are mentioned, but I can't find an example of the rigging or anything like that. I'm super new to 3D animation and modeling in general, so maybe I'm just retarded.
Noodle bones is the name that they strangely decided to use to describe the (possibly) most important part in their animation pipeline but it's not like this is any new technique at all. Don't get me wrong for saying this, you say that you are super new to 3D animation but aren't you also new to animation at all? What they tried to describe was basically a combination of the first and most important principle of animation, Squash and Stretch. So, as I understand from them saying that they work on this principle using rigs, what they certainly do is make a secondary... Comment too long. Click here to view the full text.
Hi /3/, I need to make a very very simple animation using a basic human model without any clothes, hair, etc. However, I am an absolute noob and can only do basic animation in cinema 4D, but I can't find a 3D rigged female base model anywhere for c4D. I only need a basic one to color it black with some white lines and do a kind of silhouette animation, real short. If you can help me I am begging you to do so anons...
This is kind of what I want to do, only with simpler motion and no clothes or hair. Oh, and instead of a completely black figure I'd like to paint a white line on the head... It's a project I`m asked to do..
There is an absurdly massive amount of information and data available on the internet, and you're telling me that in the hundreds of thousands of petabytes of information out there you can't find a single .fbx file of a rigged female figure?
I need some help/advice. I just graduated with a B.F.A. and a degree in web dev and multimedia design. I have a lot of skills but none on the professional level yet. About 6 weeks ago I applied to 50+ different companies in the field but haven't gotten an answer since. I'm not entirely sure why and I'm starting to be frustrated vegitating when I could be doing good work for an employer.
>Be Unity Dev >Lighting breaks and is a total mess with real time shadows in 5.4 >Shader glitches everywhere pinkandgreenartifacts.jpg >Say fuck it and lurk /3/ >Run into the Engine thread >Everyone says Unreal has shit... Comment too long. Click here to view the full text.
>>533822 It's a good engine but I hate light maps. VXGI, AHR, etc are good free alternatives to real time GI. Do note that some of these free alternatives can be resource heavy if not optimized correctly.
Looks like the image you posted is a collage / photoshop piece rather than an actual 3d render. Look for sources of inspiration in architectural drawings as many of the ideas can be translated into 3d renders. These sites have a good collection of drawings in different styles, some done by hand, others digitally.
When making these images you don't have to rely on one program / method to get your images. Compositing renders in photoshop can produce some really nice results from... Comment too long. Click here to view the full text.
How you make your image abstract is up to you, but i'd suggest that you should carefully consider your choice of perspective, field of view, usage of color, light, material and the models you are using. Even the most mundane house could become something otherworldly if you approach it in the right way.
>>533326 drawing is kinda skill which you should work on repetitively, for many years, it's not the same as reading manual/watching tutorial and there will be exact explanations to which you'll follow and got to some point, you won't know exactly what you are doing wrong to google it and correct (not saying that 3dcg is easy or anything). you must train your hand for years to make it do what you forsee, for example if you'll learn 3dcg for 3 years non stop and really give in it, you'll get to some... Comment too long. Click here to view the full text.
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