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Since i was a kid i got fascinated with video games. The emotions they can make me feel and the complex and utopian worlds they bring and immerse us in.

I knew since then, that i should become an artist and that's what i would like to do for a living.

But now that i finally decided to move up my ass and start getting into it, i don't know even where to begin.

Two paths are show in front of me.

Im a very visual person and get fascinated with digital painting and would like to become a conceptual artist or something like that. But on the other side i really like 3D modeling too, there is something about it that makes art a little more deep and "real" i guess is because is not a simple 2D image and can achieve more tangible works.

Both of them are highly appealing to me but don't know what should i choose.

Time is gold after all and i don't wanna waste it in something that i will geting tired of in the long run.

Should i learn to draw?

Comment too long. Click here to view the full text.
33 replies and 11 images omitted. Click here to view.
>Do i need to learn to draw in order to model properly?
Yes, The mental skills gained from drawing is too useful.
You can and will prototype ideas in 2D before going 3D.
In a way 3D is more about copying, 2D about creating.

>Are this two disciplines separated one from another? In what they differ?

There is no difference, Remove the application/ technical shitn from 3D and you're doing the same things.

Don't go down one path only to find you neded to go up both.
did you sculpt that or model. post wireframe
OP, in my opinion sculpting is easier than drawing because it frees you of the hassle of having to deal with perspective

However, both transfer to one another. I have been drawing since I was very small, and I used to sculpt small stuff with modeling clay and crayon when I was a kid. I noticed that as I get better drawing, so do I get better sculpting.

Both are hard, and both support one another. Don't fall for the meme that you can't learn because you're not a kid anymore. I recommend you read "drawing with the right side of the brain" to learn how to see, and then read some Loomis or other technical artists to learn WHAT to see.

As for 3D, I only have experience with Blender. CG Cookie is an incredible source of art education both for 2D and 3D.

Good luck on your voyage, OP.
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Sure thang.
[Need to give this handsome bastard a cigar stub.]
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modeled it using NURBs (each seperate part - legs, top and decorative lip), after that turned them into polygons and cleaned the geometry (merged vertecies, fixed tris and ngons with the quad draw toold etc.) and did some final tweaks on the shapes with the lattice.

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Any Tips for translating anime style to 3d?
Should i continue working on the sculpt or try painting some proper textures?
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To get that look going you need do the 'reverse normal shell' trick for the ink outline and then use a displacement map for the distance of the shell.
Look at some masterful 2D manga drawings for the 'line weight'. Thickness of the ink lines will vary a lot in a strong outline drawing that reads well.

If you have a highquality sculpt that needs to look a lot like them resin figures weebs hord and then pull off the lineweight well it'll look very anime even lit flat.
For a realtime/game asset, I presume? Many ink/toon renderers for 3ds/Maya have dedicated settings to control the line weight or at least allow some noise input to vary line thickness.
Most impressive examples I've seen have been real-time stuff, think it was guilty gear that had some real nice ones.

If you go on sketchfab there are a lot of good examples as well. Typed in 'anime' in the search and this one was the first that came up.


looks very 2D soon as you stop moving the camera,
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This guy is really good at translating 2D into 3D https://sketchfab.com/models/e263629d3a824aa18f49c28ddf2b2f14

kyle quit wasting your time on 3d

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Almost complete beginner here, this is my first finished render, how is my composition and lighting?
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I'd really like to see someone push the upper boundaries of blender and place a donut on an anvil.
It's been done. Lurk moar. Now, an anvil on top of a donut... that would surely push the boundaries of Blender art.
>the left side
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i got distracted....
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aaaaaaaaand i got distracted again

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I wish i can stop time
I cant stop procrastinating on my Animation, dammit.
I want to animate, but i want to play video games. How do you manage your time, anons ?
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I wish I can stop time so I can have enough sleep
and not waste so much time on it.
Grow up.
I regret growing up
Grow down, then.
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Yes, do it like Todd and take five steps backwards

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How do I reach out to people and get contract work? I'm fucking starving over here and I have no idea how to get set up. Zero jobs right now where I am, either because a major studio just went under or I'm bad.
Are you in the third world?
Not from your field at all but freelance basics include setting up a website and portfolio and then market yourself like hell.
polycount job section
nah, canada
got these, don't know how else to market myself besides posting on artstation and shit

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What's the best way to recreate this kind of cloth animation for a real-time character? [00.20]
Baked sim? Skeletal?
2 replies omitted. Click here to view.
Unreal does have cloth simulation, but it doesn't look great, and is a pain to set up with something imported form Blender, which I'm using for this.
Dynamic joint chain.
>Abloobloo it's too hard
Then find another hobby, retard.
>Dynamic joint chain.
...is absolute shit in both unity and unreal
better off writing your own(or stealing it from someone else) than getting into the trashcan they provide for plebs
>Wasting hours and hours trying to get Unreal to generate physics bodies from a blender model at the right scale, only to get a buggy simulation.
If you're happy with half-assed efforts, more power to you, man.
Any stripe of cloth/ponytail type object can easily be achieved with skinned mesh and a simple physics chain using verlet integration.

If you can be assed to code here's a rundown that provides an excellent staring point to make your own:

If not you better of not worrying about these type of stuffs til you're on a team that has a tech artist or til accessible systems capable of doing what you want becomes mainstream in packages.
Well simulated cloth you see in contemporary AAA's is part of the PhysX library. Google for APEX clothing for additional insight.

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hey /3 . Does someone has the pic where the guy accepts requests to model on the desk whatever? I wanna do a same stuff soon to test myself and I just wanna see what was the end of it

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I usually stick with lower/medium poly models and haven't made details models (Like in picture) how would I get to that level? did they use bump maps or something else I don't know of or is it just an insanely high poly count? if so would I use the sculpting tool in blender to achieve that level of detail?
9 replies omitted. Click here to view.
>he doesn't know about 3DCoat
He also doesn't know about Mudbox, but to be fair, no one knows about Mudbox.

Most of this applies to ZBrush. Once you've done the sculpt to the point where you want to add small details, think like skin pores or wrinkles you essentially create a morph target layer and then you add small details onto your mesh, morph brush allows you to tweak these small details. Morph target is generally very useful for all things, not just detailing. You can create various layers and have unique facial expressions or variations of the same mesh.
Different tool, different strengths. Zbrush is by far the best sculpting software.
Also, the surface tools (this too is zbrush) . You can basically apply a procedural or bitmap heightmap to a whole area, which is probably what was used for some parts of the dragon's scales.

Not all of us have enough autism to do tedious work that you most likely won't even see the result of when you bake it into a shitty normal map. Work smarter, not harder.

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I just finished making this video, its a mix of 3D animation, 2D animation, film, video editing, collage art, and more. If anybody can check it out that would be great. https://youtu.be/JwxH3IVJvVw
pretentious shit
this isnt a place to advertise your """deep""" """art"""
Mediocre. You don't have strong enough visuals to be creepy with the music and editing out of context, and you don't have a strong enough narrative to justify the video.
it looks like babbys first attempt at datamoshing and the music is so contrived and forced.
4/10 think about what you're making.
ryan trecartin is better
I just watched this on ketamine and I gotta say I for one enjoyed it. A good first step in a direction that I enjoy.

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salam aleykum fellow 3d artists. My name's archmad hemdoullilah and tis is my new course for sculpting in Cinema 4d cracked version. It's usually $150 but it's one sale so grab it wollah. You will become very good. May allah bless you.

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I can't tell if this is bait or a really horrible post... Is Archmad even a real name?
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this is why I come to /3/
Over 2k people actually paid for that course...

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tfw all you wanna do is make hentai but always get stuck on frame one...
starting out with animu style never works out well in the long run.
learn the proper way and THEN when you know the basics and have a feel for proportions you can start doing highly stylized stuff.
otherwise your stuff will always have that failed western animu artist look to it.
Just make a goddamn comics

They are great

The style you have is yours alone, don't copy.
but. but ... this isnt 3d
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old tools modern engines

anyone know of level editing tools like dooms (idtech1) or quake 1, 2 or 3(idtech2 & 3)

i find it difficult to make maps in modern engines like unity and wish to find a vertex based editor like older engine's had for a modern engine
or make a map in the old Editor and convert it to the new engine

(idk where to post this)

/3/ /g/
3 replies omitted. Click here to view.
Damn, it like a completed version of Ken Silverman's build 2 engine map editor.
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Yeah so far its fucking amazing and its being actively worked on and updated (check dumptruck_ds videos on it). Right now Q2&3 support is in the works and fingers crossed for GoldSrc support in the future

forgot, Q2 is already supported as with Hexen2
Doom Builder is awesome, you can always use Misfits Model 3D or Milkshape or Fragmotion and then save the .3ds or .obj and transfer it into your engine.
that reminds me of Google Sketchup. I knew a dude who made 3DS max quality levels in Google Sketchup and transferred the .obj so Silent walk fps creator 2 and made some of the raddest looking games. Only problem was the engine didn't do very well with how gameplay functioned but the levels were sick for 2006 or 2007.

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What's a good software to have accurate mm precision on your models but can make organic shapes? Can Zbrush do this?
>i want to make sex toys
just say what you mean, fag. To answer your question, no, no software does that. Model your toy in a sculpting package and then scale it in CAD.

post your winter themed projects! mine's a snowman :)
"he has arms and a scarf now.png" ROFL
Oh I got dubs.
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witness my superior sculpting skills
I like the snow texture. No plans to make anything for winter, working on a lager year long project op.
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Making a 3d simulation of my city but I haven't found good free addon yet to transfer osm map to blender.
Does anyone have https://github.com/vvoovv/blender-osm premium one to share. GFX shows nothing in search.
1. Install Houdini Apprentice
2. Install the GamedevToolset
3. Use the OSM Importer SOP (https://www.sidefx.com/tutorials/osm-importer/)
4. Export your geometry as OBJ
5. ???

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