Is there money to make in 3D porn? I often find websites where you can buy a package with 60 renderings or one short animation video for around 10$ each. There are many sites like that. I always thought it is impossible people buying those for 3D porn instead of just watching a real porn for free.
>>506217 Yeah well those porn sites with 35 dollar a month subscriptions still make money too. There's still a big market for porn in a traditional "consumer exchanges money for product" kind of format.
>>506217 the only problem is it's really easy to steal porn games. Your best option would be to create a subscription service that allows access to content you broadcast from a browser, preferrably using unity, html5, or flash player. this will guarantee ppl needing to keep spending to keep accessing your content.
Haven't used quixel suite 2 yet. But I noticed that Substance Painter is fucking slow with 4K textures. I know you push down the resolution so your viewport can become more responsive. I know that, but what about the fucking dirt/edgewear generators? It fucking takes 8 seconds waiting time for incrementing 1 little fucking parameter. So Quixel faggots do you have the same issue? Is Quixel slow?
>>506203 Are you using an AMD GPU? If so, that's probably why. The painting in Substance is GPU accelerated and requires a good GPU to do 4k and 8k painting. Quixel is faster at high res texture painting though due to the Photoshop core it's running on.
So I'm building a new PC purely for rendering 3D fractal animations. It's been about 4 years since I've built a new PC. Looking at the i7 6700k but I'm not sure what kind of cpu cooling to use and how much/type of RAM. Help me Obi wan /3/. Your my only hope. Any advice is welcome.
you definately want to go water cooled I used the corsair h110. whats you budget if its in the 2-3k area i would go xeon processors instead. I do animation and art with images up to 80 megapixels and i run 32 gigs ram with 3 gtx 780 cards in SLI for some progs the gpu is a far more powerful tool the the cpu and for some progs the number of cores is king. it really depends on the way the program your using works.
I remember there was a program called "Source MDL compiler" and it was a web based service. It would turn .smd files straight to .mdl files ready for Source and would even generate .vmt and .qc files. There was no effort needed. Now I have no idea where it went because the web domain was bought out. So either I need to find its relocation, assuming it is still around, or find an alternative that does pretty much the same.
>>506737 is it basically impossible to choose both being a character model and a set modeller?
if so, i want to make characters in ebmossed armor and overly layered frills, but the thing is i also want to make props for them, like a pendant or hairpin that would have sharp shapes in it. do i have to focus on one or the other to really get anywhere that's considered "worth hiring/commissioning"?
>>506039 Sometimes they are smoothed. Other times they are modeld to be the highest res needed. Like way more detail in the face than people are used to, fucking tear duct wrinkles and shit. But then low ammount of quads on the chest and back
Alright, I'm ready to jump the sinking ship that is 3DS Max. Has anyone here switched from 3DS Max to Maya recently? What resources did you use to get used to it? I know there's a few "Maya for Max users" tutorials floating around, can anyone vouch for any of those being decent?
For the last fucking time, stop trying to flag yourself with a single software like it's your identity or something. Max and Maya are used for different things. Use Max for modelling, especially industrial and architectural modelling, but it's good with spline modelling as well. Use Maya for animating, rigging, skinning and all that. Youtube has all the tuts you need.
>>505976 I *don't* just use a single piece of software, but Maya seems to tick all the boxes that Max does while actually being developed as Autodesk's flagship product while Max seems to be edging it's way towards death so I want to phase it out of my workflow. Easy to understand?
If you want good, up to date materials for blender, you'll have to buy them. That's one of the major failings of the Blender community. Most of the good users learned blender in previous versions, and so the good Blender users have no more need of tutorials. Thus newbs are stuck using out of date tutorials for 2.5x or paying for up to date stuff.
The best place to get paid Blender tutorials, imo, is Udemy. You can get them for like $10 when they have a sale. Just check the Udemy facebook page for... Comment too long. Click here to view the full text.
I've never been to a 3d school. Self taught myself 3d modeling and rendering since 2007. Now working for an architecture firm as a project designer. I make myself interested in the work that I make to keep going. The resource is endless out there to learn just about anything these days.
Nope. Software engineering. I do 3D as a hobby, the industry is incredibly competitive, makes you work a ton and doesn't pay that well. If for some reason I wanted to be part of the industry I can do it from the technical side and get a lot more money for less work.
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