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What are some good resources where I can hire someone to texture my mesh? I don't have the resources to do it on my own, but would love to see my vision come to life with someone who is willing and enjoys it.
You could ask here or polycount. But polycount will want a legitimate amount of money for their work. You can probably get some ok texture work here for cheap though.
I'd be more than happy to help. Email me at salientabdicant@gmail.com to discuss pricing.
Thanks. I'm still working on a mesh right now, but I keep you in my contacts for when I am ready to discuss things.

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I have no idea if this is useful to anyone but here,100 premium 4k materials for blender for free


Also free resources thread (not only Blender)
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Why not do this senpai?
Because it may subdivide creating surfacing artifacts, because it doesn't give you easy edge loop control at the cap, and because it's retarded.
Bump. Must keep this godly thread alive

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I need to find the best drawing tablet with screen, since I get too perfectionist on the way I draw.
Should I get GAOMON PD1560 tablet? I'm planning to make business with Krita, [Aseprite?], and Clip Studio Paint.

Knowing about Blender with the sculpt mode, I feel this would be more fun with a tablet.
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Oh, my bad. I'll look into the Drawabox site.

In the meantime, I feel Wacom Cintiq 13HD [Refurbished] is the best choice for me. Is this alright for me?
It depends on your budget and what you want to do imo (only you really know what you want). If you're just starting out and getting a feel for it, a small one like that will be fine I guess.
I bought a small one though, and I kind of wish I had at least gotten a 22", I got a 13" one and it's fine, I just wish it was a bit bigger to get some more arm motion in there.
If you're just planning to sculpt with it and do some drawing though a 13" is fine. All I'm saying is that if you have the cash to go bigger you won't regret it.
Alright, got it.
Thank you so much for the help, anons.

>Cintiq 13HD

Don't get that one I had it so speak from experience. The screen on that one was different to the main line and looked totally dull. I would say even the cheap knock offs these days would be better looking than that one was.

Elaborate, anon. I guess GAOMON PD1560 is the best choice?

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Blendlet here. I'm starting to think I might want to try to work in CG (either as an artist or a tool/pipeline dev), and it looks like I should make the effort now to learn Maya and switch to it as my primary tool. I have a few questions...
>is it safe to assume that Maya is going to remain the primary tool in most studios?
>has anyone here made the same switch?
>are there any particular learning resources you would recommend?
(Generic "beginner's maya" tutorials are discouraging since they generally assume you don't know what a polygon is)
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the noobs on this board....
I'd like to learn more about this. Do you have any resources? How would one go about learning to be a pipeline dev?
>but it certainly does't work for the "tool/pipeline dev" option
nowadays everything just uses python anyway, so it's not really a big deal what program you use
Well anon I don't know, it's just what I see day to day.. Maybe I use the wrong sites? Anyway thank ya, but my stuff has my irl name on it so I'd rather not post it here. I can send you some stuff if you want though.
if you want to do 3d for a living you would need more bootlicking skills than 3d skills.

im sorry but that's a creative job and that's how things are in this business

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>blender can't produce professional results
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Don't know what you mean by that.
Another professional chiming in. Our studio thought about doing some work with blender but it was mainly for converting file types so we didn't have to buy certain software licenses. That's about it.

We did talk about how apparently 2.8 has like navigation settings now to make it feel more like Maya. Which is honestly the main reason I haven't touched it past opening it up. I think it does well for free software, but it still isn't quite at the level it needs to be to be competitive.

Consumers do not care what software you have used to make your media. If it doesnt look as good as the other stuff out there, it doesn't matter if you save thousands on license fees.
>Consumers do not care what software you have used to make your media. If it doesnt look as good as the other stuff out there, it doesn't matter if you save thousands on license fees.
That argument works both ways.
>I haven't touched it past opening it up
>it still isn't quite at the level it needs to be to be competitive
Nice unfounded opinion you have there, retard-kun.
The image doesn't look like a "fast!!! uwu" sketch. The artist is lying to impress. Makes one wonder if he's lying about the rest of the work too.

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Post your work, receive constructive criticism in return.

Please rate my office render.

Last thread: This is the first thread, lmao.
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Things will generally look fake unless you use bump/normal/texture maps to define surface details.
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I even went to krispy kreme to look at some donuts, didn't manage to make it look much better, but that's what I ended up with after the tutorial.
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This is the main character for an indie game I plan to develop. It's not perfect, but I've been playing around with blender for a couple of month now and I'm kind of proud of the result. Do you guys have any suggestion for improvements?
Try to use a bump map node plugged into an UV map vertex paint. The normals should pop out a bit better, especially with cycles path tracing.
look cool but lacks detail. remember to have big shapes, medium shapes, and really small shapes.

is making a personal portfolio website even a thing anymore? i post my models in artstation, polycount, the rookies, zbrush central, 3d total and twitter, do i really need a personal website?

please serious answers, im seriously debating if i really need to have one, i dont know if recruiters take those kind of things into account.
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have a website and a newsletter

stop putting so much effort into other people's platforms
If you have a service that offers a way to just put your images and videos up without any hassle on your part, AND if it's responsive and looks good on mobile too, go for it. More than just showcasing your finished work though, show some Making-Of as well, or your UV Mapping or whatever else proves that you actually did this yourself, and in an appropriate amount of time, too.

Recruiters won't give a shit, Art Directors and Department Directors might though.
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this is what i think im going to do in the end, i mean i could still post my work on social media but linking to the original break downs and whatnot on my website, but this means ill hae to put effort into actually marketing myself... i know i know in the long run its going to be a good move, but im so fucking lazy in regards to that.

>Recruiters won't give a shit, Art Directors and Department Directors might though.
This is still one of my goncers, i mean im going to be dedicating some time to send my portfolio to some places, so one would think its in my best interest to have a personal website, but i just dont know if recruiters just dont give a shit and dont even take into account the dedication to presenting self, or they just care about social presence.
Chances are, if you're a good artist, you'll at least be able to make a decent rendition for a website.Then throw a good friend a couple bucks to put the puzzle pieces together.

Pablo Picasso is an abysmal artist, yet people salivate over his poorly drawn scribbles. It doesn't matter if you're "good". There's a chance somebody will see the beauty in a pile of shit. Or on the other hand;
>wow he used to be really shit but he never gave up, persevered through the hard times and is now shitting out masterpiece after masterpiece
As much as I hate picasso, he wasn't really that shit at drawing, he just choose that shitty "style" to go with. His early art is just the regular art of someone who actually knows form, light and all that, and it's completely normal and fine.

Back when I used to make shitty Unreal Tournament maps, texturing was trivial.
>use subtractive BSP/CSG to build out blocky level geometry
>literally just click on polygons to assign textures
>no need to handle unwrapping, scale and orientation is always correct, seamlessly tiles if adjacent polygons have the same texture, etc

Let's suppose I want to do something similar in Blender (or Modo, or any other programmable 3D package for that matter): Apply image textures to given polygons without having to manually unwrap them.
What exactly was Unreal doing behind the scenes to generate the correct UVs? Maybe it only worked due to the restrictive CSG system, and couldn't extend to arbitrary meshes?
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Also, to add to this, just make a simple level editor, it's really fucking easy to do, especially if you're only using single texture cubes. This would 100 times superior to using blender or whatever to build your levels, for obvious reasons.
t. armchair programmer
What do you mean? I've been dealing with this for nearly 10 years now. I'm not too familiar with DX, but I know OpenGL, and it's mainly what I use. What part of what I said is "armchair programming"?
Look up UV by World Cordinate.
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The process is the same, those UVs are just calculated through the worldspace coordinates. Worldspace UVs are hardly super smart. It's just coords in a quad referencing a texture map that repeats for U/V>1 or <0. And I've never seen any editor guess the scale value of a texture. In general, these things are applied based on the primitives they are based off of, but I might be misremembering that part (this means that textures inherit the rotation of the object, but if you start actually moving verts around you're gonna have a bad time).

As an example, in hammer editor, which is a fairly simple and primitive editor, you can see that these two quads do not line up, because the bottom one was rotated and the top one was created as is. If I'm not mistaken, old UE editors behaved the same.

Im a n00b and id like to know the tools and things ill need to start with.
Which is the cheapest graphics card i can get to get the job done or is the integrated graphics good enough?
Also is blender by itself good enough or do i need other programs as well?
ive also seen pictures of people doing sculptures and going over them with an e-pen what is that?
Integrated graphics is probably not 'good enough' but you don't need a super computer while you are learning fundementals of modeling, texturing, rigging and animating but ya know, it nicer.
Sculpting on the other hand can get pretty intensive. The more detailed you wanna get, the more power you need.

If you are starting from literally 0 experience or even just a little, blender 2.8 is probably the way to go. Lots of new tutorials pooing up now cos it's the new hot shit and it can do most things well. Well enough for you to learn the fundementals of 3d which is important. Once you have those, you can pick up more dedicated software easily enough.
Zero or more of the following besides Blender depending on what you want to do:
>Max/Modo/SketchUp (Modeling)
>Maya (Animation, rigging)
>ZBrush/Mudbox (Sculpting)
>Cinema 4D/Houdini/Marvelous Designer (Programming, motion graphics, particles, simulations)
>Substance Designer/Painter/Mari/3DCoat (Texturing)
>Cycles/V-Ray/Arnold/Renderman/Octane/Corona (Rendering)
>Eevee/Unreal/Unity (Realtime rendering)

You probably won't need a crazy GPU if you're not using it for rendering, but something above integrated graphics may be helpful if you're planning on working with things more complex than a cube with beveled edges (ie, thousands and millions of polygons) and you don't want to turn off half the shit on your screen constantly. Something like a 1050 is fine.

It's called a digitizer/pen tablet commonly used for digital painting and sculpting work, companies like Wacom make them, generally in two flavors (just a tablet, cheaper, or a screen with a tablet built into it which you can work on directly, more expensive). You won't need one for anything other than the "artistic" side of 3D (sculpting, texture painting, drawing concept art).
Graphics card is not that important unless you are using a gpu render, which you wont. You need just a current processor and at least 16 gb of ram. Ram will help you render and keep things moving.

Honestly if you are serious, just start learning Maya. You can do everything in there but sculpt. Model, texture, rig, render, animate, dinamic simulations, etc. There are "ways" to get a copy. Or get a trial or education licsense.

If you fancy yourself an artist, Zbrush is the sculpting software youll want to look into. Traditional modeling requires a decent amount of technical thought and construction. Zbrush will allow you to get the art out, then get technical.

Wacom tablet. There are other off brands which will also work. Wacom is pretty pro and they have "bamboos" which are small for beginners. But if you dig it youll end up getting a wacom intuos pro medium eventually.

Adobe photoshop is pretty crucial for texturing and general art. Design, mock ups, comping renders, etc.

Get stuff. Have a play. But if you love it. And are serious. Like SERIOUS. You can get paid to make art. But it competative and you have to know your shit. Consider going to school for it. Degree not always nessecary. If you can find a polytechnic or diploma program its enough. If you are serious.

Can someone guess how many Polygons they used to the Jotne troll
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Do you want to see something else from Troll hunter
16 Croatian football fields

no he is 61 meter tall and hes weight is 4,700 tons
At least 7 or 8 polygons are in there.

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post yours
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>humble brags about his hot wife
>on an anonymous yugoslavian bird watching image board
>uses sketchup
you're going to hell
post of her
she has nice tits
>where do you poop
Kinda reads like poetry.
because they know they have beta orbiters to pick up after them
Perhaps wife is obese and also needs additional space for his bull.

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Yeah...I'm thinking he's back
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I'm making another claim: you are *not* utterly retarded.

Do I have to prove it?
No, because I trust you
I thought his tutorials are good and hes good at presenting.
true, but you get a good looking scene at the end which makes people feel like they might actually have some talent, so they feel inclined to learn more
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I've got news for you bud.

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the fuck is wrong with that cat
soul crushing sadness
While we're at it, what's a good workflow?
just stay away from blender and you're good
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and fuck this big fag because Blender is fine if you're trying to just model. Use UE4 if you're too poor for a renderer worth a shit + Substance Painter, if you're not going to use iray in it.

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I do the following in maya
>parent constrain a small sphere to a large sphere
>move them together for a few frames,
>turn off the parent constraint with blending options
>translate the small sphere up a few units
>turn back on the parent constraint
>the small sphere pops back to its original position

how do i fix this, teapots?
>turn off parenting with blending options

What do you mean by this?
The offset between parent and child is saved in a vector attribute on the constraint and isnt affected by the status change so it will preserve it when the constraint is turned back on.
In order for the sphere not to pop you need to update and animate the offset attribute as well. The image attached shows the section in the constraint node that I mean. When you turn the blend value off, press key on that offset window, then move forward to the frame you are starting to blend the constraint back in, press update and key again. Now the sphere should stay in place for when the blend comes back on.
thx anon, it worked
If you parent constrain you can blend it's influence on and off through keyframes

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Sug /3/,
/g/ here. After building a new pc I have decided to try out some 3d software. I have done skull on that pic to try out Zbrush and I really liked the workflow. After that I have continued making small projects in software like Blender and Zbrush.
I am working as a full stack web developer right know and I have been thinking about some type of career change for a while now. How hard is it to break into 3d? I was thinking about specifically focusing on the environments, given the fact that most people are more into characters and modern games have enormous maps, so I assume that getting job as environment artist should be relative easy.
I have already worked as a freelance web developer for the last 3 years, so I clearly understand that your ability to self yourself and make connections is a lot more important than technical skills.
Also, due to rapid developments in machine learning and AI, I am afraid that I can lose my job to automation. On the other hand, working as a 3d artist is a lot of creativity and artistic eye. So I asume that 3d artists are less likely to be replaced by algorithms.
So what do you think, is it worth it to make this career change or is it better to do 3d as a hobby and find more sustainable work as a main source of income?
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Learn to do some eye-catching shit and send your portfolio to local marketing agencies. Normies love eye-catching shit.

You'll need Cinema 4D or Houdini for this.

You can always do soulful art on your free time.
given the fact that it is your first model, you definitely have potential
I agree with this anon. That's very good for a first model, OP.
You can try what >>694972 said.
Also if you have the connections try and investigate what the need is 3D-wise in your area maybe there's someone somewhere needing an environment for a VR project or something by the likes.
I'd advice you to find investigation projects, if they're being funded by the government even better, they're always in need for something.
But always have your backup, don't let your reputation as a developer die out, do the 3D stuff as a side-running-away-doing-something-different thing for passive income and distracting yourself until you find something stable and better than your current job in the 3D industry.
Solid advice anon.

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